Non so se questo è il posto giusto ma vi posto qui per un parere le mie regole per proporre un crossover tra i mannari della white wolf e gli zombie di zombicide (considero sia il base che la season 2)
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special action for werewolf character
- change form, with 2 action can pass from human to crinos, crinos to lupus, lupus to crinos and crinos to human
- switch to material realm to umbra and viceversa if a mirror token is present
- use one owned gift
also a werewolf can use rage as a free action in his turn
Skill progression
depending on his form werewolf character have some advantage and disvantage
At starting level:
Human form
can use any equipment
can take one wound
Crinos form
can use claw attack, claw attack is one hth attack with 2 dice, score a kill with 4+ and have variable force (4 damage 1, 5 damage 2, 6 damage 3)
break in skill
regeneration skill
cannot use any equipment save a klaive
can take four wound
Lupus form
slippery skill
2 zone per move skill
can use bite attack, 2 dice kill 3+ damage 1
cannot use any equipment
cannot open door
can take one wound
yellow danger level
1 extra action
Orange danger level
choice between:
+1 rage and gnosis (both max and courrent stat)
or
1 random gift
or
1 extra ranged attack (human form) + 1 one extra melee attack (crinos form) + 1 one extra move attack (lupus form)
Red danger level
choice between:
1 selected gift + 1 random gift
or
replenish rage and gnosis pool to max value
or
super strenght skill (crinos form) + reaper combat (human form) + blodlust: melee (lupus form)
Gift list
1) sharpened claw +1 melee die roll in crinos and lupus form for 1 turn/gnosis point spended
2) burst of life: use all gnosis point and you cannot obtain anymore, you can use this power istead to die, any gnosis point prevent or heal one damage
3) spitfire:for 1 gnosis attack all actor in one adiacent zone with damage 1 4+, for 2 gnosis attack all actor in one adiacent zone with damage 2 4+
4) phase door: pass by closed door in umbral world ,cost 1 gnosis point for all turn
5)furnace of fury no cost ,any time get a wound regenerate 1 rage point to max
6)dedicate item: bind one item to the werewolf ,you keep that in crinos and lupus form too (but you cannot anyway use it)
7)silence cost 1gnosis/actor suppress any noise make by the werewolf and other ally in the same zone
8)ispiration 1gnosis to any reroll given to one ally in the same or confinant zone
9)flowing water 1gnosis/turn ignore any zombies to movement pourpose
10) Umbral hunt if you "search" while in umbra and you find rice\canned food\water you recover all gnosis point
Rage and gnosis
You cannot use in the same turn gnosis and rage,only one of this kind of token can be used in the turn
you can use rage to:
istantly shift from one form to any other as free action
gain one extra action
you can recover rage when:
first time you get one wound in a zombie phase
first time you get two wound in the same zombie phase
first time you get three wound in the same zombie phase
one your allied die in your line of sight
you can use gnosis to:
activate gift
enter umbra
empower a klaive
you recover gnosis :
umbral hunt
if a werewolf remain without rage is revert to his basic form and cannot change form (even with 2 action) till don't recover at least one rage point.
If a werewolf remain without gnosis have a -1 to all dice roll
Umbra
using 2 action and spending one gnosis point a werewolf can enter in umbra in a zone where a mirror token is present, spending 1 action he can come back to material realm in a zone where a mirror token is present.
While in umbra a character :
- is ignored by zombie,zombie cannot attack him and don't count him as target or are affected by noise from him
- can attack the "essence of zombies" only using claw or bite or klaive melee attack, any "1" scored on dice in this attack cause 1 damage to the werewolf
- can search but can only keep "food" item (who give him 1 gnosis back) or zombies (who rappresent umbral predator),zombies from the search are posed on the char sheet of the werewolf and attack him till are killed, if destroyed give 2 gnosis and 2 px istead just one.
- cannot open door
- cannot interact with switch, obiettive or anything in the material world. "ispiration"gift can only be used with other werewolf char from the umbra, "silence" can be used from umbra to ally in material world
A werewolf can remain in umbra a number of turn equal to the max gnosis the character have, if the werewolf don't come back to the material world in that number of turn is lost in deep umbra and removed from the game
Equipment
When a werewolf leave the human form he drop all his equipment eccept stuff binded to him (klaive are supposed always binded), to rappresent this you leave one token in the zone you change form, you (and only you) can recover your stuff with one action in that zone when you are back in human form.
Klaive and Great Klaive
You can use it in human and crinos form, Klaive is always binded to the owner and cannot be traded between player.
Klaive have 2 dice accuracy 4+ damage 1
you can burn 13 px to upgrade a Klaive to a great klaive
Great Klaive have 2dice accuracy 4+ damage 2
you can use 1 gnosis to:
have a reroll to any klave attack in the turn
or
have one extra dice for all klaive attack in the turn
you can use 2 gnosis to:
have accuracy 2 for all klaive attack in the turn
or
have damage 3for all klaive attack in the turn
Breed
A werewolf can be born as lupus or human
a lupus start with max gnosis 6 max rage 4 and 1 gift
human start with gnosis 4 rage 6 and start with a klaive
what is required to play this?
human/crinos/lupus miniatures for any werewolf char
10 card for gift
6 klaive and 6 great klaive equipment card (you put 1 klaive card in the research deck for any 2 character born as lupus in play)
4 mirror token to mark zones where you can shift in umbra
little placeholder of the same colour of the werewolf char to mark zone where equipment is drop when a human shift in crinos or lupus form
rage and gnosis token (the little stone blue and red)
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special action for werewolf character
- change form, with 2 action can pass from human to crinos, crinos to lupus, lupus to crinos and crinos to human
- switch to material realm to umbra and viceversa if a mirror token is present
- use one owned gift
also a werewolf can use rage as a free action in his turn
Skill progression
depending on his form werewolf character have some advantage and disvantage
At starting level:
Human form
can use any equipment
can take one wound
Crinos form
can use claw attack, claw attack is one hth attack with 2 dice, score a kill with 4+ and have variable force (4 damage 1, 5 damage 2, 6 damage 3)
break in skill
regeneration skill
cannot use any equipment save a klaive
can take four wound
Lupus form
slippery skill
2 zone per move skill
can use bite attack, 2 dice kill 3+ damage 1
cannot use any equipment
cannot open door
can take one wound
yellow danger level
1 extra action
Orange danger level
choice between:
+1 rage and gnosis (both max and courrent stat)
or
1 random gift
or
1 extra ranged attack (human form) + 1 one extra melee attack (crinos form) + 1 one extra move attack (lupus form)
Red danger level
choice between:
1 selected gift + 1 random gift
or
replenish rage and gnosis pool to max value
or
super strenght skill (crinos form) + reaper combat (human form) + blodlust: melee (lupus form)
Gift list
1) sharpened claw +1 melee die roll in crinos and lupus form for 1 turn/gnosis point spended
2) burst of life: use all gnosis point and you cannot obtain anymore, you can use this power istead to die, any gnosis point prevent or heal one damage
3) spitfire:for 1 gnosis attack all actor in one adiacent zone with damage 1 4+, for 2 gnosis attack all actor in one adiacent zone with damage 2 4+
4) phase door: pass by closed door in umbral world ,cost 1 gnosis point for all turn
5)furnace of fury no cost ,any time get a wound regenerate 1 rage point to max
6)dedicate item: bind one item to the werewolf ,you keep that in crinos and lupus form too (but you cannot anyway use it)
7)silence cost 1gnosis/actor suppress any noise make by the werewolf and other ally in the same zone
8)ispiration 1gnosis to any reroll given to one ally in the same or confinant zone
9)flowing water 1gnosis/turn ignore any zombies to movement pourpose
10) Umbral hunt if you "search" while in umbra and you find rice\canned food\water you recover all gnosis point
Rage and gnosis
You cannot use in the same turn gnosis and rage,only one of this kind of token can be used in the turn
you can use rage to:
istantly shift from one form to any other as free action
gain one extra action
you can recover rage when:
first time you get one wound in a zombie phase
first time you get two wound in the same zombie phase
first time you get three wound in the same zombie phase
one your allied die in your line of sight
you can use gnosis to:
activate gift
enter umbra
empower a klaive
you recover gnosis :
umbral hunt
if a werewolf remain without rage is revert to his basic form and cannot change form (even with 2 action) till don't recover at least one rage point.
If a werewolf remain without gnosis have a -1 to all dice roll
Umbra
using 2 action and spending one gnosis point a werewolf can enter in umbra in a zone where a mirror token is present, spending 1 action he can come back to material realm in a zone where a mirror token is present.
While in umbra a character :
- is ignored by zombie,zombie cannot attack him and don't count him as target or are affected by noise from him
- can attack the "essence of zombies" only using claw or bite or klaive melee attack, any "1" scored on dice in this attack cause 1 damage to the werewolf
- can search but can only keep "food" item (who give him 1 gnosis back) or zombies (who rappresent umbral predator),zombies from the search are posed on the char sheet of the werewolf and attack him till are killed, if destroyed give 2 gnosis and 2 px istead just one.
- cannot open door
- cannot interact with switch, obiettive or anything in the material world. "ispiration"gift can only be used with other werewolf char from the umbra, "silence" can be used from umbra to ally in material world
A werewolf can remain in umbra a number of turn equal to the max gnosis the character have, if the werewolf don't come back to the material world in that number of turn is lost in deep umbra and removed from the game
Equipment
When a werewolf leave the human form he drop all his equipment eccept stuff binded to him (klaive are supposed always binded), to rappresent this you leave one token in the zone you change form, you (and only you) can recover your stuff with one action in that zone when you are back in human form.
Klaive and Great Klaive
You can use it in human and crinos form, Klaive is always binded to the owner and cannot be traded between player.
Klaive have 2 dice accuracy 4+ damage 1
you can burn 13 px to upgrade a Klaive to a great klaive
Great Klaive have 2dice accuracy 4+ damage 2
you can use 1 gnosis to:
have a reroll to any klave attack in the turn
or
have one extra dice for all klaive attack in the turn
you can use 2 gnosis to:
have accuracy 2 for all klaive attack in the turn
or
have damage 3for all klaive attack in the turn
Breed
A werewolf can be born as lupus or human
a lupus start with max gnosis 6 max rage 4 and 1 gift
human start with gnosis 4 rage 6 and start with a klaive
what is required to play this?
human/crinos/lupus miniatures for any werewolf char
10 card for gift
6 klaive and 6 great klaive equipment card (you put 1 klaive card in the research deck for any 2 character born as lupus in play)
4 mirror token to mark zones where you can shift in umbra
little placeholder of the same colour of the werewolf char to mark zone where equipment is drop when a human shift in crinos or lupus form
rage and gnosis token (the little stone blue and red)
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