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Manchine
August 29th, 2007, 12:25 PM
This is what I have been working. I know its not an exact wording for what heroscapers use but its a start. I already have several playtesters testing this from another site. :) I would love to hear any comments from you guys.


http://www.hcrealms.com/gallery/data/565/medium/Alien_Group.png

http://www.hcrealms.com/gallery/data/560/Baron_Zemo.png

http://www.hcrealms.com/gallery/data/558/Batman.png

http://www.hcrealms.com/gallery/data/560/Beetle.png

http://www.hcrealms.com/gallery/data/558/Black_Canary.png

http://www.hcrealms.com/gallery/data/558/Captain_America.png

http://www.hcrealms.com/gallery/data/560/Doomsday.png

http://www.hcrealms.com/gallery/data/558/Flash.png

http://www.hcrealms.com/gallery/data/558/Human_Torch.png

http://www.hcrealms.com/gallery/data/558/Nightcrawler.png

http://www.hcrealms.com/gallery/data/565/Predator.png

http://www.hcrealms.com/gallery/data/558/Robin.png

http://www.hcrealms.com/gallery/data/558/Silver_Surfer.png

http://www.hcrealms.com/gallery/data/558/Spiderman.png

http://www.hcrealms.com/gallery/data/558/Superman.png

http://www.hcrealms.com/gallery/data/560/Ultron.png

Jonathan
August 29th, 2007, 02:05 PM
That's a lot of stuff - it'll take me awhile to digest it.

fostorial
August 29th, 2007, 02:24 PM
Baron Zemo's sword mastery ability is a bit pointless. It essentially negates his attack value since the ability is range 1, just like his main range. He'll always be attack 5. See what I mean?

I like his other abilities though. Not enougn Baron Zemo in the world!

Manchine
August 29th, 2007, 02:26 PM
Baron Zemo's sword mastery ability is a bit pointless. It essentially negates his attack value since the ability is range 1, just like his main range. He'll always be attack 5. See what I mean?

I like his other abilities though. Not enougn Baron Zemo in the world!

Hmmm good point. How would something

Master Swordsmen
3 attack
Can attack twice with it.

ninthdoc
August 29th, 2007, 02:43 PM
Baron Zemo's sword mastery ability is a bit pointless. It essentially negates his attack value since the ability is range 1, just like his main range. He'll always be attack 5. See what I mean?

I like his other abilities though. Not enougn Baron Zemo in the world!

Hmmm good point. How would something

Master Swordsmen
3 attack
Can attack twice with it.

Nice work, Manchine. If I may offer some critique myself, perhaps his Master Swordsman ability could allow him to double attack all adjacent figures. I believe this could bring his cost up a bit, but it's new territory for an ability (combining Double Attack with a power like the Shaolin Monks or the new Raelin).

Also, you might consider rewording the Glue Gun attack to state that the Glue Gun loses its effectiveness at the end of the round. This would prevent a situation in which a player Glue Guns someone and then never takes another turn with Zemo (that's just not nice). :twisted:

I also believe I would combine the Tactician ability with the Master Swordsman ability. The tradition thus far in Heroscape is to have no more than 3 special powers. I do see the value in what you've written, though.

Also, more on the glue gun. I like it as written, but this sort of power is generally resolved with a D20 roll in Heroscape. I.E.: "Glue Gun Special Attack, Range 4, Attack Special: Roll the D20. Upon a roll of 1-4 nothing happens, 6-8 reduce attack, defense and move of targeted figure by 1, 9-12 2, 13-18 3, 19-20 4" (condensed, but you take my meaning.)

Also, please be sure to list those powers as "Special Attacks" if that's what they are. Remember, "Special Attacks" cannot be modified with glyphs or height and this distinguishes them from "Normal Attacks". The Master Swordsman should be a special ability that can be helping out his normal attack (like Agent Carr's Sword of Reckoning).

:2cents:

Great first offerings, I can see these being fun to play. :D

Manchine
August 29th, 2007, 04:17 PM
Baron Zemo's sword mastery ability is a bit pointless. It essentially negates his attack value since the ability is range 1, just like his main range. He'll always be attack 5. See what I mean?

I like his other abilities though. Not enougn Baron Zemo in the world!

Hmmm good point. How would something

Master Swordsmen
3 attack
Can attack twice with it.

Nice work, Manchine. If I may offer some critique myself, perhaps his Master Swordsman ability could allow him to double attack all adjacent figures. I believe this could bring his cost up a bit, but it's new territory for an ability (combining Double Attack with a power like the Shaolin Monks or the new Raelin).

Also, you might consider rewording the Glue Gun attack to state that the Glue Gun loses its effectiveness at the end of the round. This would prevent a situation in which a player Glue Guns someone and then never takes another turn with Zemo (that's just not nice). :twisted:

I also believe I would combine the Tactician ability with the Master Swordsman ability. The tradition thus far in Heroscape is to have no more than 3 special powers. I do see the value in what you've written, though.

Also, more on the glue gun. I like it as written, but this sort of power is generally resolved with a D20 roll in Heroscape. I.E.: "Glue Gun Special Attack, Range 4, Attack Special: Roll the D20. Upon a roll of 1-4 nothing happens, 6-8 reduce attack, defense and move of targeted figure by 1, 9-12 2, 13-18 3, 19-20 4" (condensed, but you take my meaning.)

Also, please be sure to list those powers as "Special Attacks" if that's what they are. Remember, "Special Attacks" cannot be modified with glyphs or height and this distinguishes them from "Normal Attacks". The Master Swordsman should be a special ability that can be helping out his normal attack (like Agent Carr's Sword of Reckoning).

:2cents:

Great first offerings, I can see these being fun to play. :D

Thank You for all info. :) Still wish I could get the exact spacing on the words. :) I will be changing a few things in my next update. :)