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Author Topic: Character design contest. The Lanak of Clan Enipel.  (Read 11388 times)
Megatron0
Merchant of Enipel
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« on: May 06, 2012, 08:34:08 pm »

Hey Guys! well this is my first draft for the competition and everything on this page is subject to change Tongue
Any feedback would be great! and I hope you enjoy it. If you're any more interested about Clan Enipel there is a thread on it in the Clans section of the forum. There are also some pictures to help you get an idea of the city and the Lanak. I did not draw these! they are mikes that he drew! but they are of the Enipel Clan (kinda Tongue) so enjoy!


The Lanak is the head of the Enipel clan and by default is also the wealthiest. The term “Lanak” is a title much like Lord or king and one that is exclusively used by the Enipel. Though the position is hereditary, as one Lanak will often inherit the others wealth, if there is no suitable heir the merchant court will cast votes to choose a new dynasty to lead the clan. Responsible for trade in and out of the city, the guild, the academy, controlling the largest force of militia and the appointment of Grand Merchants, The Lanak bears great weight on their shoulders for the welfare of the city.



His peers consider the current Lanak: Tor Aran, a Bohemian for his eccentric pursuits of literature and the investment of money into the city and the guild.
This, along with high appointments of Grand merchants during his reign has led to a rise in production and profits in the city.
As a leader Tor-Aran is absent minded but spontaneous prone to bursts of innovation and low depressions. He is a known researcher and reader and keeps vast quantities of books and records in the libraries of his palace. Well versed in textbook warfare he considers himself a leader of Fubarnii on the battlefield, though he has never actually seen a skirmish or conflict bothers him not. He has been instrumental  in the training of new militia and advanced training for veterans and controls a sizable amount of militia paid for by his great wealth. He has a personal dislike of Knights as he believes that anyone that cant be bought cant be trusted.
Never one to be kept isolated the Lanak has a known wonder lust and can seen riding in his opulent howdah upon a great beast. He will often head to the outer territories surrounding the free city in search for adventure or at least respite from the endless politics. While he is exploring out of the city he often relies on the grand merchants for political advice and support. If business forces him to stay in the city he will retire to his library, smoking his own blend of narcotics and relaxants through his elaborately decorated pipe.



The Lanak has increasingly been indulging in narcotics since the substantially large donation of the Herbalist guild to the Lanak estate and his drug of choice is a large flat-capped mushroom that is farmed underground on the roots of the great tree of the city. The fungus is then dried and burnt with the smoke inhaled through an elaborately decorated hookah. The Lanak has a large collection of pipes and other smoking instruments and will often consider it his own personal symbol, much to the dislike of the court.
The fumes produced from the drug can be quite noxious to Fubarnii that are not use to the toxin and the Lanak enjoys meditating in the bilious fog. Often there are side effects other then relaxation and the smoke can provide moments of pure lucid thinking often leading to innovative practices in politics or new discoveries in clan territory.



A true Enipel, Tor-Aran epitomises the clans’ nature: Obsessive, opportunistic, reluctant and frustrating. He has led his clan to expand from beyond the city proving that when the time comes even the Lanak will be prepared for war.

Rules for the character.

The Great Lanak
Leader.
Move 7              Tough  3+
Combat 3           Stamina 3
Support 1           base size Large


Leader
May not be activated by another model.

Commander
This model can activate up to four friendly elite models.

Critical
if this model is killed the Fubarnii player cannot achieve victory.

Tough*
This model may re-roll failed tough saves.

Unstoppable
This model moves at full rate even if forced to Move Cautiously, and may move through small based enemy models.

Opium haze
Models in base-to-base contact with this model lose 1CS. If this model does not move at the end of the turn place a cloud marker over it, all models in the cloud suffer -1CS. This cloud effect lasts for one turn.

Specialist forces
Forces with this model in cannot include Enuk knights. Militia included in this force gain the Rule (COMBAT TRAINED) and become ELITE troops.
You must include at least one trader and two Baruk in a force including The great Lanak.

Deep thinker
Once per turn you may re-draw an initiative counter if you do this you must discard your next initiative counter.

Merchant court
You may take up to two free Fubarnii nobles in your force.
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Lost Egg
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« Reply #1 on: May 07, 2012, 08:06:44 am »

Good job mate. Cheesy

Just a few questions on Opium Haze...
How big would the cloud marker be? Would it only affect models in base contact or further? Is the -1CS in addition to loosing 1 CS?

HN
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Carcharoth
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« Reply #2 on: May 07, 2012, 09:22:15 am »

Excellent Smiley
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Megatron0
Merchant of Enipel
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« Reply #3 on: May 07, 2012, 11:15:24 am »

Good job mate. Cheesy

Just a few questions on Opium Haze...
How big would the cloud marker be? Would it only affect models in base contact or further? Is the -1CS in addition to loosing 1 CS?

HN

I might design a cloud marker so that it would actually work with the Lanaks big base! watch this space for clarification! but I imagine it to stretch further over the base and its not it does not stack with the base contact effect.
Imagine not moving, placing the marker then next turn heading away and leaving it in place as a sort of obstacle. Ill work on that a bit more!
Thanks for the Feedback guys!
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Carcharoth
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« Reply #4 on: May 07, 2012, 12:21:10 pm »


I might design a cloud marker so that it would actually work with the Lanaks big base! watch this space for clarification! but I imagine it to stretch further over the base and its not it does not stack with the base contact effect.
Imagine not moving, placing the marker then next turn heading away and leaving it in place as a sort of obstacle. Ill work on that a bit more!
Thanks for the Feedback guys!
Have you looked at the rules for the KalGush? Those could be a good starting point. I think the KalGush needs a 3" cloud though.

As an aside... Contest entries don't need to have rules with them, although it is a fun addition. The main thing that will be judged is the character itself  Smiley
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Megatron0
Merchant of Enipel
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« Reply #5 on: May 08, 2012, 12:47:37 am »

I like to add rules because I think that sometimes reading what a character can do in game can tell you as much about them as a short story  Smiley
Thanks for the KalGush tip I will have to check out my rulebook!
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Carcharoth
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« Reply #6 on: May 08, 2012, 09:29:02 am »

The kalgush is in traveller 3 - he will be refined further, but could be a starting point for gas effects.
I agree on the rules, but I don't want to distract everybody from the core challenge of creating interesting characters! Hopefully you will also create another character to accompany the lanak... Smiley
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Klute
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« Reply #7 on: May 08, 2012, 05:38:24 pm »

Superb sketches Im so nicking that second one for inspiration. He would make a cool figure as it is tbh. Im on sculpting a hooka but not like yours. I like your design.
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Geckilian
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« Reply #8 on: May 08, 2012, 06:22:25 pm »

Yeah, it's always nice to see Mike's sketches, especially the city tree.
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Megatron0
Merchant of Enipel
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« Reply #9 on: May 08, 2012, 08:51:27 pm »

So just updated opium haze to tie into the effects of 'cloud Markers' in general but adding its own little character spin. Hope this clarifies  it slightly Tongue And Im glad you guys enjoyed the pictures! I hope it helped to bring my character to life

Opium haze
Models in base-to-base contact with this model lose 1CS. If this model does not move at the end of the turn place a 4" cloud marker over the centre of its base. Models lose 1 combat and support and do not regain stamina while in the cloud. Cloud effects are removed at the end of the turn on a 4+.
« Last Edit: May 08, 2012, 09:48:27 pm by Megatron0 » Logged

Lost Egg
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« Reply #10 on: May 08, 2012, 09:32:37 pm »

Just to be picky, might be best to say place the 4" cloud directly over the centre of the base or some rather shocking players might place it somewhere over the base to be sneaky...

HN
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Megatron0
Merchant of Enipel
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« Reply #11 on: May 08, 2012, 09:47:28 pm »

Just to be picky, might be best to say place the 4" cloud directly over the centre of the base or some rather shocking players might place it somewhere over the base to be sneaky...

HN

Haha you're right! tricksy gamers...
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Carcharoth
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« Reply #12 on: May 08, 2012, 10:23:44 pm »

Should the smoke be placed at the end of the activation rather than the turn?
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Megatron0
Merchant of Enipel
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« Reply #13 on: May 08, 2012, 10:39:52 pm »

For fluff reasons I'd keep it to end of the turn as i imagine him puffing away, then next turn the cloud counter will be hanging around.
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Carcharoth
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« Reply #14 on: May 09, 2012, 07:13:46 am »

In that case, does it appear before or after dissipation?
That does mean the cloud will appear even if he doesn't activate, which makes sense.
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