Lead Adventure Forum
Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: joe5mc on 22 August 2015, 10:32:00 AM
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Hey all,
One of the areas of the book that I felt was underdeveloped was potions. Compared to the variety of spells, there just aren't that many potions. It's something I would love to expand in the future. So, I'm calling for potion ideas! If you've got a potion you would like to see in the game, drop a note here. Further, if there is any other way you would like to see potions, or the brewing of potions expanded, I'd be interested to hear about it.
Thanks,
Joe
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potion of transformation enables user to transform into an animal
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Potion of warmth That could be useful in frostgrave
potion of blending allows you to blend into a surrounding
Potion of awkward dancing a real distraction from those trying to kill you :)
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Potion of warmth That could be useful in frostgrave
You mean vodka? :)
Potion of Berserk Fury - gives you bonuses to Will and Damage, but force you to run towards enemy.
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love potion number 9
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Potion of Beardyness.
Causes the drinker to grow a beard....granting them the Skill bonus usually attributed to Beards.
Multiple beard bonuses can stack, but having more than one reduces movement by 1". If a figure takes 3 beard potions it terrifies enemy soldiers
You can increase any stat by 1 but each time you use one you have an increasing chance of your beard growing uncontrollably and strangling yourself. Roll for survival as usual. :D
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well ... first thing ... an antidote
Potion of stones ... making the skin tough as stones ... good for a lot of things, risky, too, cause one cannot move
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Potion of Targeting - One use, pour over an arrow/bolt. The next shot that this figure takes ignores any intervening terrain modifiers.
Potion of True Seeing - User ignores invisible until the end of the game.
Potion of Iron Mind - +1 or +2 will until end of game.
Potion of Holy Water - Thrown weapon, 6" range, will only damage Undead, but deals double damage to Undead.
Potion of Musk - Thrown weapon, 6" range, deals no damage but if hit target is always considered to be within los of any Animals until the end of the game.
Potion of Teleportation - Unreliable - User is teleported d20 inches in a random direction (note this may not take them off a board edge).
Potion of Empowerment - User gains a +2 to all casting rolls but suffers 1 damage whenever they attempt to cast a spell.
Other thought - for harder ability potions apply a modification to the brew potion casting roll. (can be specified in the potion list which this would apply to)
I leave you to work out any costs, as that is much harder to do too ....
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I would add some hazard into it. So, when using more then two or three potions - there are sideeffect
"For risks and sideeffects please contact You're local wizard or talk with Your prefered Aprentice!"
(more or less literally translated from our German advirtisements about medical articles ^^)
So ... throw a dice ... and check out the table for some of these side-effects
d20
01-10: vomit => just -1 willpower
11-14: mighty rumbling in the stomage => one action must be spend for ... well ... You know
15-17: spasms => loosing one healthpoint
18-19: unconsiousness
20: mighty spasms => permanent injury
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Maybe random, mysterious potions might work, eg, don't roll to see what it is until you imbibe it (fill in the blanks):
1) Poison, figure leaves the game
2) Putrid, the potion has gone off, take 1d6 damage, and miss a turn
3) Nothing
4) Flying: Immediately move figure exactly 24" in a straight line
5) Speed: Have +2 Move for the rest of the game
6) Willpower: +2 Will for the rest of the game
7) Fierceness: +2 Fight
8 ) Eagle Eye: +2 Shoot
9) Strength: +2 Damage
10) Wellbeing: +4 Health and Max Health
11) Toughness: +2 Armour
12) Liquor: You're now inebriated, -1 to every roll for rest of game
13) Unlucky: Roll 2 dice every time this figure rolls for the rest of the game and use the lowest
14) Lucky: Roll 2 dice and take the highest
15)
16)
17)
18)
19) Bad Breath: Your next shoot attack can be a 12" +4 attack
20) Use the random spell table to select a spell, which is cast immediately
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Some ideas have already been mentioned, but I would suggest some of the following:
1. Holy Water (As a Grenade spell but targets suffer a +6 shooting attack, no casting roll needed. May only harm Undead).
2. Potion of Bless (+4 Fight for the rest of the game, only against Undead).
3. Potion of Keen Sight (+6" range to shooting and spell attacks for the rest of the game).
4. Potion of Snow Troll Strength (+4 Damage for the rest of the game)*
5. Potion of Initiative (Model may activate during the Wizard Phase for the rest of the game, even if not within 3" of the wizard).
6. Potion of Brew Potion (As a Brew Potion spell, no casting roll needed).
*If my understanding of the combat mechanic is correct, a Fight bonus is superior to a Damage bonus in every regard since the combat victor inflicts (D20 + Fight + Damage Bonus - Opponent's Armor) damage, so Fight confers an inherent damage bonus in addition to increasing the likelihood of a victorious combat, as well as providing defense against shooting attacks. Therefore, a potion conferring a Damage bonus would need to be greater than the Potion of Strength in order to justify its existence.
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Potion of Fool's Gold - turns one treasure an opponent has already taken off the board into lead. Has no monetary or xp or treasure value.
Potion of Sudden Statuary: turns victim into a statue for the rest of the game (or forever if they roll poorly after the game!)
Potion of Animation: turns a statue into an animated construct controlled by the wizard who used it.
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Potion of luck - the drinker may reroll a single d20 once until the end of the game.
Potion of blur - the drinker gains a +2 to fight when defending against shooting attacks until the end of the game.
Potion of time slip - the drinker acts normally in their phase next turn, then may activate once again (individually) after the creature phase.
Potion of spell resistance - until the end of the game, the drinker gains immunity to the next magic effect that affects them in any way. (yours and enemys, spells, potions and scrolls).
Potion of weight - until end of game drinker may not be moved by any player in any way (push spell, leap, push back from combat, movement action etc).
Potion of protection - until the end of the game, if the drinker is knocked out, it may reroll (once) its roll on the survival table. It must take the second result though even if it is worse.
Potion of the arachnid - The drinker may climb at no penalty to their normal movement rate until the end of the game.
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Potion of Inspiration: Imbiber gains +4 to their next casting roll.
Potion of Burning Form: Imbiber gains +2 Fight in melee but -2 Fight versus ranged attacks. Any attacker who hits the imbiber with a melee attack takes 2 damage.
Universal Solvent: As Crumble, no casting roll required with a 6" range.
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Too go the whole hog (Which even for me may be a little too detailed for a game) is to replace the bre potion spell (maybe make it in game) with another and introduce a potion brewing system which can be done out of game if you have the caldron at your base. This would require you to kill creatures for there remains (Bear claws, Werewolf fangs, Wraith essence) which can be used to make potions. maybe have a vendor to sell certain more mundane potion ingredients which you can also find as part of the treasure tables like Herbs and such.
This way you can have a tier system, the more crazy and powerful potions require hunting down those creatures (Which now become living treasure chests) while simple potions a slaves (healing, minor buffs) can use the stock indgredients.
Otherwise go wacky with potions, would love to have some potions of transformation, (Werewolfs, Werebears etc) also more offensive potions such as posions that you throw instead of drink or that you drink but will give you acid blood for example so casues feedback damage on people hitting you in combat.
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Thanks to everyone who has thrown out a few ideas. I'm jotting things down, and it's even inspired me to a few new ideas of my own. If you have any more, keep them coming!
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Potion of Rat-Kin: For one Action a model may climb a surface without penalty (i.e. can climb at their full movement).
Potion of Cat-Kin: A model may fall twice the normal distance without taking damage.
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Potion of undeath... give it to a fallen soldier from you warband and gain a zombie...
potion of magic power Lower the casting number of the next spell you cast
the Frog's potion: drink this potion and gain the effect of the leap spell
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To take a few elements from a certain game, brewing potions from secondary items you could possibly collect in your travels, either in game or sending surviving members out to forage, a certain member has to be a tracker e.g. So you can collect a whole host of different things in game, and out of game, get them through treasure collected, wandering monsters killed or general loot at the end of the game.
Then you can look up a table mix the ingredients you've collected and on a will roll you make a potion.
Just a little fun idea, not to complex either if you ask me.
Potion ideas...
Potion of bendy arrows - Heatseeking shot.
Potion of gloop - next attack solidifies the target but deals 0 damage, further damage breaks the solidified goop.
Potion of the spirit form - can only be damaged by magical attacks
Potion of hovering - can make a Pop-up-attack style shooting attack
Potion of "The good-ole-switcheroo" drink and replace target model with another friendly aligned model.
Potion of feather leap - Can jump across a flat surface double the move distance.
Potion of detection - can cast spells upon anyone within 10' without needing Los when normally needing Los.
I'm out...
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How about spells in a bottle?
Working like scrolls but being more rare & expensive. The thing ist: Soldiers can't use scrolls but can use potions.
Sounding pretty boring, this spells-in-a-bottle could bring great variation in a game of Frostgrave, as usually you can only make combos of 2 spells using wizard and apprentice, but with a third spell you have a lot more options in your turn.