View Full Version : Karkadinn's Customs: Inquisitor & Bookworm
Karkadinn
August 4th, 2006, 11:59 PM
12/05/06
In a desperate attempt to keep myself from having to think about life too much I threw myself into Photoshop, and these are the results. Something to go along with Atmospro's Puritians (please forgive my cards not being as graphically awing), and a hero that uses Scrabble tiles (inspired by Bookworm Adventures Deluxe). More saboteurs will be coming in time to help the Inquisitor's first power be more useful, btw.
I also made revisions to Donkey Kong (fixed some problematic parts), Necromancer (made him work with the official zombies and made his primary power more officialish in function), and Boogieman (minor revision, just changed his personality to Terrifying).
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Entelejentsia.png
Figure: Various (Any random worm toy...)
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Dominicus.png
Figure: http://gamingetcstore.com/mk-un-145.html
11/21/06
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Donkey_Kong.png
Figure: Various (Minis of large apes are not hard to find...)
11/16/06
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Corentin.png
Figure: http://gamingetc.safeshopper.com/1318/13790.htm?79
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Heracles.png
Figure: http://www.wargamesfoundry.com/collections/WG/30/index.asp (The 'Heracles and the Argonauts' pack.)
11/02/06
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Doomed_Marine.png
Figure: Various (Any Sci-Fi Soldier type will do, such as the Warhammer space marines or the soldiers from the Doom board game.)
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Berserk_Pack.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Chainsaw.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Double-Barreled_Shotgun.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Chaingun.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Combat_Armor.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Rocket_Launcher.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/BFG_9000.png
10/26/06
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Little_Red_Riding_Hood.png
Figure: http://www.reapermini.com/store/customer/product.php?productid=132&cat=12&page=3
http://www.heroscapers.com/oldgallery/albums/userpics/10110/The_Wolf.png
Figure: D&D Minis Harbinger 'Wolf' 37/80 C
09/26/06
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Paladin.png
Figure: http://gamingetc.safeshopper.com/1382/3804.htm?926
09/14/06
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Khalfani.png
Figure: http://gamingetc.safeshopper.com/1346/8790.htm?926
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Pockets.png
Figure: http://gamingetc.safeshopper.com/801/7747.htm?926
Figure Mod: Doc Blue - http://www.dvandom.com/kitbash/heroclix.html
08/30/06
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Kralkosk.png
Figure: http://gamingetc.safeshopper.com/1371/6589.htm?926
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Scourge_Grut.png
Figure: http://gamingetc.safeshopper.com/1373/5381.htm?926
08/04/06
IMPORTANT NOTES: The portrait image used for Angel with Scabbed Wings's card is copyrighted to Baylee Arrington and has been used with her permission. It isn't for use for profit (including, cough, Ebay) without her consent.
The portrait image used for the Boogieman's card is copyrighted to Rachael Riley and has been used with her permission. It isn't fur use for profit (including Ebay) without her consent. You can see more of her art here: http://elfwood.lysator.liu.se/art/r/a/rachaelar/rachaelar.html
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Achilles.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Alucard.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Angel_with_the_Scabbed_Wings.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Bugs_Bunny.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Carnivorous_Glyph.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Dracula.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Efrafan_Soldiers.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Elmer_Fudd.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/General_Woundwort.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Ghoulish_Centaurs.png
Figure: http://gamingetc.safeshopper.com/1328/10973.htm?926
http://www.heroscapers.com/oldgallery/albums/userpics/10110/heikal_glyph_card.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10110/heikal_glyph.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Imp.png
Figure: http://gamingetc.safeshopper.com/1649/16329.htm?926
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Inner_Senshi.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Klaus.jpg
Figure: http://www.heresyminiatures.com/images/pages/hv013.htm
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Devil_in_the_Box.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Klaus_s_Slay.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Murderous_Teddy_Bear.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Stocking_S%28t%29uffer.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Unnameable_Plushie_From_Beyond.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Kobold_Saboteur.png
Figure: http://gamingetc.safeshopper.com/1650/16330.htm?926
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Mageslayer.png
Figure: http://gamingetc.safeshopper.com/1331/11058.htm?926
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Necromancer.png
Figure: http://gamingetc.safeshopper.com/1351/6812.htm?325
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Roadrunner.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Sailor_Moon.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Squisk.png
Figure: http://gamingetc.safeshopper.com/1518/15004.htm?926
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Tasmanian_Devil.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/The_Boogieman.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Tuxedo_Mask.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Wile_E._Coyote.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Anvil.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Rocket-Powered_Roller_Skates.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Strait-Jacket_Ejecting_Bazooka.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Super_Outfit.png
Fallen Templar
August 5th, 2006, 12:10 AM
Woot Karkadinn's Cards are back What took ya :wink:
Doustin
August 5th, 2006, 12:25 AM
That Boogieman is great. I may have to print that one out and use it.
truth
August 5th, 2006, 10:18 AM
Wow, I had forgoten what an eclectic mix of cards you had. Great work Kark, as usual, creative and well put together all around.
LilNewbie
August 5th, 2006, 10:27 AM
Awesome cards, Kark! Thanks for reposting them.
Newb.
Hex_Enduction_Hour
August 5th, 2006, 11:18 AM
Wow Kark, I've never seen your Achilles or Boogie Man! They're really creative! Is there a figure you had in mind for Achilles? I would totally be down for acquiring it!
Boogie Man has awesome abilities!
ninthdoc
August 5th, 2006, 11:31 AM
Wow! It's nice to see these again. It's too bad that WizKids cancelled Toonclix; they would have been perfect for some of these. :cry: Expect many comments from UD.
bunjee
August 20th, 2006, 05:50 PM
:bump:
Love your stuff. Need to get some bunnies for watership down games.
and so many others. sigh. Makes me want to get back into the customs review scene.
Karkadinn
August 21st, 2006, 10:40 AM
Whoops, I missed your question HEH, sorry about that. Anyway, Achilles is one of the few cards without a predesignated figure for it, but I figured it would be easy for someone to slightly mod/repaint a Sacred Band or Parmenio figure for the purpose. And as I'm sure you're aware, JustJohn also has a rather nice Achilles mod going on in his thread.
justjohn
August 21st, 2006, 11:27 AM
I don't know if you know this or not, but it may help people trying to find figures for the Looney Toons customs. I've noticed quarter machines at 2 or 3 grocery stores that have 'Scape sized Looney Toons pvc figures in them for 50 cents a pop. There are only like 12 available figures, so it would take much money to get all the ones you would need for Kark's customs.
I don't know if these are available in all areas, I'm not sure how quarter machine goodies are rotated in and out, but, if you're in the southeast, I've seen them at Krogers in TN and GA.
Karkadinn
August 21st, 2006, 12:12 PM
The thing about Looney Tunes is that while I may suggest figs, there's never a real lack of merchandise for them. :) Quarter machine toys are one big option, as are keychains if you don't mind cutting off the chains. The original figure I saw to use for Bugs, for instance, was a Japanese ink stamp of all things....
There'll never be a lack of cheap Looney Tunes figs, even if you have to use Ebay for most of 'em.
bunjee
August 21st, 2006, 02:22 PM
I don't know if you know this or not, but it may help people trying to find figures for the Looney Toons customs. I've noticed quarter machines at 2 or 3 grocery stores that have 'Scape sized Looney Toons pvc figures in them for 50 cents a pop. There are only like 12 available figures, so it would take much money to get all the ones you would need for Kark's customs.
I don't know if these are available in all areas, I'm not sure how quarter machine goodies are rotated in and out, but, if you're in the southeast, I've seen them at Krogers in TN and GA.
Yup, I have a Tazmanian devil fig from a vending machine. At least I think I do...
reapersaurus
August 30th, 2006, 04:40 PM
08/30/06
2 new orc grut cards, and a revision to the Imp card.
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Kralkosk.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Scourge_Grut.pngGlad I could help get that orc slaver fig identified for ya - when you mentioned working on an orc slaver custom, I knew justjohn's old Beast Grinder cards' figure would be the one. :thumbsup:
As for Cauterizing Flame - love the idea, but you give up an attack, and one magic marker, and give a wound... to get one net wound removed at a later time? that's a LOT to invest in that small of benefit.
I like Immolation a lot.
I love the idea of a exotic weaponry ability throughout customs (tho there's hardly enough space to accomodate it on most cards - like Garet Jax should have it of course).
On the Scourge Grut's bonding - all you'll get out of it is him moving, since he has to sacrifice his attack and possibly harm one of your own figures to get the bonding - i don't see the benefit of using him - I'd rather just put the marker on the card being attacked and save the risk.
On a general note - the thing I like the best about your customs (other than the ever-present creativity and willingness to expand the game) is when you utilise other creator's ideas and the customs community's works (like Gift of Magic) and you make units that enhance them.
On relooking at your Imp, I really think it is a FANTASTIC card - exactly the kind of addition that helps the game in totality, by tapping into the Gift of Magic and making a unit to make that more fun and effective (but balanced, I think).
In fact, I want to nominate it for the Halls of Valhalla - what is anyone's experience with the Imp in play?
justjohn
August 30th, 2006, 07:55 PM
Great ideas. They both seem pretty well balanced and cost-accurate.
Krolkosk: The cauterizing ability is really clever, and makes a lot of sense. Couple that with his flame special attack, that sets foes on fire, and leaves them there, and you have a really, really neat unit.
Scourge Grut: You really harnessed the idea behind a driver that I never could with that old custom. Great job. I concur about the exotic weaponry, however. It is a good idea, but at the moment, won't really be that big of an addition. But then again, Nerak only got better once snow was actually released.
Your previous customs were of high quality, and these are no exception. Great job.
toddrew
August 30th, 2006, 08:13 PM
Pretty much an echo of JJ and Reaper - I like both cards, but think Cauterizing flame should have a bigger reward - remove 3 wound markers maybe? Immolation is very cool though.
A little skeptical of "Bondage Bonding", like Reaper said, why not just put the order marker on that squad? But it does give some flexibility if playing with many different common squads in a large army. Or does it mean that one gets to move and attack with all the figures of that type one may have not just the # of units on one card, e.g. attack one grut archer and then be able to move the 12 one has on the board as a result of drafting 4 squads :!: cuz that would be nasty. I really like his deceptively small attack coupled with the Exotic Weaponry ability.
Karkadinn
August 31st, 2006, 03:09 PM
Glad I could help get that orc slaver fig identified for ya - when you mentioned working on an orc slaver custom, I knew justjohn's old Beast Grinder cards' figure would be the one. :thumbsup:
I've got so many vague memories of customs that I wish I'd saved but hadn't... makes me glad we've got the Barracks going. :)
As for Cauterizing Flame - love the idea, but you give up an attack, and one magic marker, and give a wound... to get one net wound removed at a later time? that's a LOT to invest in that small of benefit.
Pretty much an echo of JJ and Reaper - I like both cards, but think Cauterizing flame should have a bigger reward - remove 3 wound markers maybe?
Hm. Well, my thoughts ran roughly like this - 'Okay, I want to make him a healer, but I don't want him to be as good at it as Kelda. She has a 1 in 20 chance of really screwing up, a decent chance of healing 2 wounds, and a 1 in 20 chance of healing all wounds. So to be signfiicantly worse than that, without doing a d20 roll, he should only be able to heal 1 wound besides the one he inflicted.'
I was also afraid that giving the ability to autamatically heal more wounds than that, without the 1 in 20 chance of failure that Kelda has, would be really unbalanced on tough units like Charos, but perhaps I was overly paranoid.
The magic marker cost obviously can't go, as you need at least two spells to make Gift of Magic worthwhile. (I wanted to go for 3, but there just wasn't room with how big Immolation turned out to be.) Giving it more healing potential seems like it would be stepping thematically into Kelda's territory... he's supposed to be a minor healer but not a serious combat medic. So the only other buff I can think of is to make it a 'free action' as D&D terminology would put it, not costing an attack.
On the Scourge Grut's bonding - all you'll get out of it is him moving, since he has to sacrifice his attack and possibly harm one of your own figures to get the bonding - i don't see the benefit of using him - I'd rather just put the marker on the card being attacked and save the risk.
A little skeptical of "Bondage Bonding", like Reaper said, why not just put the order marker on that squad? But it does give some flexibility if playing with many different common squads in a large army. Or does it mean that one gets to move and attack with all the figures of that type one may have not just the # of units on one card, e.g. attack one grut archer and then be able to move the 12 one has on the board as a result of drafting 4 squads :!: cuz that would be nasty.
I see the primary advantage of the using the Scourge Grut, to balance out the disadvantage, is that you get to move some Blade Gruts with him (since they bond with him). For the risk of attacking your own figure you get an extra order marker on a weak squad. Also, it would be a way to get around Dund's paralyzing gaze and similar abilities that might make you hesitant to directly put order markers on the units you want to use. And there's the fact that having order markers on Blade Gruts means that the opposing players have to do a lot more guessing about what you plan to do... are you going to move Grimnak with them, or a Scourge Grut... and if a Scourge Grut, which figures will he attempt to motivate? Rather than being stuck with the turn you placed the marker on, you get to choose what to try to take a turn with, and sometimes that's not the same unit you'd planned on it being, as the situation changes throughout the round.
They're all minor advantages, to be true, but I wanted him to be a cheap figure after all. :)
If after all that y'all still think he's not worth it, I could always drop the defense penalty on Exotic Weaponry to -1 to make it more likely that friendlies will survive. Or maybe even make it only apply to enemy figures.
I had pondered letting the bonding work more broadly... with uniques too, or with everything within an X space radius of the attacked figure, but that seemed to me like it would be pretty heavily unbalanced.
On relooking at your Imp, I really think it is a FANTASTIC card - exactly the kind of addition that helps the game in totality, by tapping into the Gift of Magic and making a unit to make that more fun and effective (but balanced, I think).
In fact, I want to nominate it for the Halls of Valhalla - what is anyone's experience with the Imp in play?
Oh, Reapah, you make my heart go all a'fluttah like a giddy schoolgal's! If I were to pick one of my units for the Halls, it would indeed be that one.... :)
toddrew
August 31st, 2006, 03:20 PM
Hm. Well, my thoughts ran roughly like this - 'Okay, I want to make him a healer, but I don't want him to be as good at it as Kelda. She has a 1 in 20 chance of really screwing up, a decent chance of healing 2 wounds, and a 1 in 20 chance of healing all wounds. So to be signfiicantly worse than that, without doing a d20 roll, he should only be able to heal 1 wound besides the one he inflicted.'
I was also afraid that giving the ability to autamatically heal more wounds than that, without the 1 in 20 chance of failure that Kelda has, would be really unbalanced on tough units like Charos, but perhaps I was overly paranoid.
The magic marker cost obviously can't go, as you need at least two spells to make Gift of Magic worthwhile. (I wanted to go for 3, but there just wasn't room with how big Immolation turned out to be.) Giving it more healing potential seems like it would be stepping thematically into Kelda's territory... he's supposed to be a minor healer but not a serious combat medic. So the only other buff I can think of is to make it a 'free action' as D&D terminology would put it, not costing an attack.
I like the idea of making it a "free action." Letting the magic token resources being the limiter on whether or not he can do it.
I see the primary advantage of the using the Scourge Grut, to balance out the disadvantage, is that you get to move some Blade Gruts with him (since they bond with him). For the risk of attacking your own figure you get an extra order marker on a weak squad. Also, it would be a way to get around Dund's paralyzing gaze and similar abilities that might make you hesitant to directly put order markers on the units you want to use. And there's the fact that having order markers on Blade Gruts means that the opposing players have to do a lot more guessing about what you plan to do... are you going to move Grimnak with them, or a Scourge Grut... and if a Scourge Grut, which figures will he attempt to motivate? Rather than being stuck with the turn you placed the marker on, you get to choose what to try to take a turn with, and sometimes that's not the same unit you'd planned on it being, as the situation changes throughout the round.
They're all minor advantages, to be true, but I wanted him to be a cheap figure after all. :)
If after all that y'all still think he's not worth it, I could always drop the defense penalty on Exotic Weaponry to -1 to make it more likely that friendlies will survive. Or maybe even make it only apply to enemy figures.
I had pondered letting the bonding work more broadly... with uniques too, or with everything within an X space radius of the attacked figure, but that seemed to me like it would be pretty heavily unbalanced.
DOH! I missed that the gruts could bound with him and then he in turn bond with another squad (or the same squad - and maybe repeatedly, as long as the scourge grut is able to attack a blade grut?) That is an advantage.
Karkadinn
August 31st, 2006, 03:38 PM
DOH! I missed that the gruts could bound with him and then he in turn bond with another squad (or the same squad - and maybe repeatedly, as long as the scourge grut is able to attack a blade grut?) That is an advantage.
Blades bond with Scourge, who bonds with common figures that don't have bonding. :) No infinite bonding loops here, baby! Even if the attacking thing might have balanced it out, I felt it better precedent to avoid potential infinite loops.
robaula
August 31st, 2006, 03:51 PM
Hey... I hadnt stumbled across this thread before, and it looks like I was missing out! Tons of weird and bizarre stuff here (but in a good way) I like the murderous teddy bear, the carniverous glyph, and the looney toons cards are fresh and original. bravo!
Jandars_Hope
August 31st, 2006, 05:49 PM
I like the Ghoulish Centaurs! I hope we actually get some centaurs in future expansions!
MementoMori
August 31st, 2006, 06:18 PM
Klaus is just... so funny / amusing (can't find the word I want :S), I want to try it.
reapersaurus
August 31st, 2006, 06:53 PM
Definately a free action instead of an attack.
You'd probably want it before moving? Or after moving and before attacking? Or at any time?
I hadn't noticed the Blade Gruts/Slaver/Squad combo, either. Still, it's just too costly, especially if the Exotic Weaponry works against your own figure - they;re likely to die off.
So if you made the Exotic Weaponry only work against opposing figures (he can choose to not weild the whip so deadly, if he chooses, against friends) then MAYBE it'd be a good combo. I still think it would only be useful with the Blade Gruts, which does limt his use quite a bit, but that's OK for common heroes. He'd be FUN to use, so I think I'd try him out.
I see you wimped out on the Reach with him, and gave him a Range of 2.
Coward. ;) :lol: :poke:
Has ANYone playtested the Imp to see how he plays?
Doc_Savage
August 31st, 2006, 06:56 PM
Notes on Kralkosk –
Thank you for using the term Magic Markers instead of Magic Counters….
Cauterizing Flame – this is great. I like the risk to the figure until the end of the round when they heal. Very clever.
Scourge Grut –
Bonding through Brutality – I’m not so sure about this one. I just don’t see a Roman getting whipped and then all your Romans doing the Gruts bidding. I think that this is overpowered.
Karkadinn
September 1st, 2006, 10:28 PM
Btw, miscellaneous note, figure links are now up for those cards that have specific figures readily available.
Definately a free action instead of an attack.
You'd probably want it before moving? Or after moving and before attacking? Or at any time?
Well, Kelda does it after moving and before attacking, and I see no compelling reason not to follow the precedent. :)
I hadn't noticed the Blade Gruts/Slaver/Squad combo, either. Still, it's just too costly, especially if the Exotic Weaponry works against your own figure - they;re likely to die off.
So if you made the Exotic Weaponry only work against opposing figures (he can choose to not weild the whip so deadly, if he chooses, against friends) then MAYBE it'd be a good combo. I still think it would only be useful with the Blade Gruts, which does limt his use quite a bit, but that's OK for common heroes. He'd be FUN to use, so I think I'd try him out.
Thematically I hadn't thought about how much sense it'd make for the defense subtraction to not apply to friendlies. :) It seems like a good way to buff him without hurting the theme any now.
Only being useful with bonding going on doesn't bother me too much. How useful are Blade Gruts without something to bond with in turn? Bonding combos are IMHO best judged as combos and not as individual cards.
I see you wimped out on the Reach with him, and gave him a Range of 2.
Coward. ;) :lol: :poke:
If by coward, you mean I didn't want to give him an extra convoluted ability to add on minimal 'realism' benefits to the range effect, then yes, I'm afeared and shakin' in mah booties.
Has ANYone playtested the Imp to see how he plays?
Well, I don't know how much creator's experiences count, but I did playtest Impy in a fourway (or was it threeway? Something like that...) Vassal game with Truth and some others I sadly don't remember. Impy was bonded with that dragon-mage of Truth's that gives Double Attack. That session showed that he could be surprisingly dangerous for a 40 point figure with minimal attack if ignored (good mobility for glyph-snagging, and a veritable magic battery for his spellcaster partner), but once focused on fell down without too much trouble, which is about what I was aiming for his role in combat to be.
Notes on Kralkosk –
Thank you for using the term Magic Markers instead of Magic Counters….
The terminology war between me and Truth. :D I see I have some reinforcements on my side....
Scourge Grut –
Bonding through Brutality – I’m not so sure about this one. I just don’t see a Roman getting whipped and then all your Romans doing the Gruts bidding. I think that this is overpowered.
Well, he needs gruts to bond with to start with, and if you've got gruts you'll probably want other orcy stuff to go with them, because gruts have good synergy with each other throughout the species, but crappy synergy with other species. So I'm pretty happy with that, encouraging theme without forcing it down the players' throats with a restriction on an ability only working on figures by a certain general or something annoying like that.
Can you point out examples of when you think he'd be overpowered? The opinion surprises me a little bit, given that everyone else seems to think he's underpowered.... :)
Rhydderch
September 2nd, 2006, 12:09 AM
I agree with Doc. Better to go with Magic Markers than counters even if it does make me think of those Dry Erase markers =P
Also the Scourge Grut looks pretty good. I like his Brutality ability which is powerful but not overly so. I do think it poses a minor ambiguity right now which I also mentioned to allskulls for one of his abilities.
Basically let us say you place your order marker on some Blade Gruts and bond with a Scourge Grut. If you then attack another common squad figure you control which one will go first? The originally bonded Blade Gruts or the Brutally Bonded squad?
Karkadinn
September 2nd, 2006, 12:39 PM
Basically let us say you place your order marker on some Blade Gruts and bond with a Scourge Grut. If you then attack another common squad figure you control which one will go first? The originally bonded Blade Gruts or the Brutally Bonded squad?
I assumed it intuitive that the attacked unit's turn would be before the Blade's turn, in keeping with resolving all the implications of a bond before going back to the original unit that caused the bonding. If more people think it vague, though, I can add in a little clarifying text. :)
Rhydderch
September 2nd, 2006, 06:05 PM
Basically let us say you place your order marker on some Blade Gruts and bond with a Scourge Grut. If you then attack another common squad figure you control which one will go first? The originally bonded Blade Gruts or the Brutally Bonded squad?
I assumed it intuitive that the attacked unit's turn would be before the Blade's turn, in keeping with resolving all the implications of a bond before going back to the original unit that caused the bonding. If more people think it vague, though, I can add in a little clarifying text. :)
I think it could help if the extra text was added to clarify the ability. Also the ability still works if you kill off your own figure right?
Karkadinn
September 2nd, 2006, 07:08 PM
I think it could help if the extra text was added to clarify the ability. Also the ability still works if you kill off your own figure right?
Sure. I mean, if you were a minion of Utgar, and you just saw one of your pals whipped to death for not marching fast enough, wouldn't you march like the dickens? :D
Rhydderch
September 5th, 2006, 03:29 AM
I think it could help if the extra text was added to clarify the ability. Also the ability still works if you kill off your own figure right?
Sure. I mean, if you were a minion of Utgar, and you just saw one of your pals whipped to death for not marching fast enough, wouldn't you march like the dickens? :D
That was pretty much the picture I had in mind when I assumed the ability would still work if you kill off your own figure. Except I had an orc in my picture rather than one of the Minions who seem like they would be a little higher up on the chain of command.
Karkadinn
September 14th, 2006, 11:04 PM
Ever so humble bump for the new stuff. Just idle card ideas I'm throwing out there this time, basically...
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Khalfani.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Pockets.png
ChaosChild
September 14th, 2006, 11:49 PM
I like 'em.
Khalfani's Glyph Feedback is a bit powerful with unlimited range. May I suggest that he have to be standing on a glyph to use Feedback. Or at least near one. But keep the unlimited range of course. That way he is not just sitting in your start zone making 5 dice attacks every few turns.
Doc_Savage
September 15th, 2006, 12:57 AM
Scourge Grut
Bonding through Brutality
Here is why I think this is too much...
Imagine drafting 5 units of 4th Mass.
Hold back a few and and put all your turn markers on Scourge Grut. Attack a 4th Mass figure. That figure has a 50/50 chance of dying. Now take a turn with 16 or so of your 4th mass figures.
This is why you don't bond to commons. Commons bond Unique heroes.
Reading you Bonding through brutality power again, I really do like it but I think that maybe it should have an aura like area of effect - like all figures within 3 spaces of the Scourge Grut that share an army card with the attacked figure get a turn. I don't see why the guys on the other side of the map get inspired....
Khalfani
Glyph feedback - I would either give this special attack a range - like within 6 or 8 spaces of any glyph (would include the glyph the target figure is standing on) or lower the attack or change the effect to be something like the glyph is destroyed or the figure is knocked off the glyph.
Glyph Exchange - I would change to - "... swap an unoccupied glyph within 4...
Pockets - ?????? Is this a made up character or adapted from a source I know nothing about?
What Items are you talking about? And what is Hammerspace?
I assume Slippery Devil trumps the claw powers... Cool...
Karkadinn
September 15th, 2006, 01:31 AM
Scourge Grut
Bonding through Brutality
Here is why I think this is too much...
Imagine drafting 5 units of 4th Mass.
Hold back a few and and put all your turn markers on Scourge Grut. Attack a 4th Mass figure. That figure has a 50/50 chance of dying. Now take a turn with 16 or so of your 4th mass figures.
Ah, I see. The trouble is you're simply reading the card differently from how I'd intended. When I phrased it as taking a turn with all figures on a card, I meant for it to refer to the one to four figures on any single card, rather than all figures of a particular type. Thus in your example, you'd be able to take a turn with four Mass figures, not sixteen.
Pockets - ?????? Is this a made up character or adapted from a source I know nothing about?
What Items are you talking about? And what is Hammerspace?
Pockets is totally made up, though his primary ability is loosely based on a Ranma 1/2 martial artist known for pulling out infinite numbers of random, unusual weapons from inside his clothes.
By Items, I'm simply referring to any Equipment cards in general rather than specific ones... yours, mine, Atmospro's, or anyone else's. Basically any card that uses the system set forth in the article on page 50 of Codex issue 3, that specifies itself as equipment or a potion. (I didn't until just now realize that alchemical potions are their own category, and not categorized as equipment. I just want him to be able to use objects without using spells, you know? Bleh, I'll muse over the exact necessary wording another day.)
Hammerspace is a wee bit obscure, I'll admit, but appropriate once you understand it. In anime, characters frequently pull mallets out of thin air. The space these mallets come from is referred to in fandoms as Hammerspace, the invisible and undetectable pocket of space where an infinite number of objects convenient to the plot are stored, to be pulled out at a moment's notice. Some American examples of this phenomenon can be found in Transformers, Looney Tunes, the King's Quest and Final Fantasy games, and most first person shooters.
And the rest of the commentary, which I do appreciate (from you and ChaosChild both), I shall think over and address later, as it's late and my brain is too close to asleep to deal with anything but easily-answered questions. :)
Rhydderch
September 15th, 2006, 05:42 AM
Hrm. Coincidences abound! Another custom designer recently posted a custom with glyph-related abilities:
http://www.heroscapers.com/community/showthread.php?t=2754
Also the MK Fathom figure you chose for Khalfani is the same figure I had considered to substitute for Silverstoner's Leonidas Glyph Hunter, another custom with glyph-related abilities. Not surprisingly I think you chose the perfect figure for Khalfani =)
Anyway great job on Khalfani. I'm a fan of figures with glyph-related abilities and fortunately I have another figure I can use for the Glyph Hunter so I can use the Fathom figure I have for Khalfani. Hrm. Maybe I'll add a backstory about a race of humans who can manipulate glyphs. The DnD figure I intend to substitute for the Glyph Hunter looks like he could come from the same civilization as Khalfani:
http://www.wizards.com/dnd/images/af_gallery/30.jpg
:D
justjohn
September 15th, 2006, 11:44 AM
Khalfani... very cool. The whole glyph thing is so thematic with this figure, and is just a great, inventive idea. Glyph feedback is pretty easy to grasp, and is a powerful, situational attack, just like I like 'em. Glyph exchange is neat, and with the use of so many magic markers, makes it very balanced. I think he is costed accurately. The Gift of Magic is such a great system.
Pockets is a neat idea, but I've never really used the custom item system, so that aspect is sort of foreign to me. I can see it working, and being a cool addition if you are using items. As far as his cost goes, I really don't know how to cost him, since I really don't know how much of an affect his item special ability could have, I imagine, looking at the various items available, it could be fairly powerful.
Hex_Enduction_Hour
September 15th, 2006, 06:31 PM
I"ve got to visit these custom threads more often! Khalfani and Pockets! Too cool! Pockets - what at great character and name! Dying to read a bio about this guy! :lol:
Post #1971 - Nothing to report
Karkadinn
September 26th, 2006, 02:37 PM
Finally replying to the Khalfani comments, sorry it took me so long guys.
I grant that the feedback attack is powerful, but I made him with the intent of catering to people who think glyphs are overpowered and don't like having to capture them. So making him dependant on moving towards glyphs seems to be counter to the point, which is to have a figure that counters glyph-oriented tactics. I may lower the attack value if it turns out too powerful in playtests, but 2 markers is a hefty enough price to pay that he won't be doing it too often. He can do it twice in one round, and then once the next, and after that he's got to wait two whole rounds... that's four rounds gone, and of course it will take a couple rounds for a figure to get on a glyph in the first place, so by the time he's completely blown his load the game's almost over anyway. 100 points for three 5-dice attacks on figures of the enemy's choosing, essentially, doesn't seem too horribly overpowered to me, even if you can do it from your starting zone.
And yes, Rhydderch, I noticed that a newcomer to the customs scene had posted some glyphy ideas recently. In fact, I noticed it almost as soon as
it went up, and like the selfish bugger I am, my first thought was 'Thank God I posted mine first before the concept became old hat and people accused me of ripping off their ideas!' I'd originally planned to have a destroy glyph power on Khalfani, too, but it didn't fit nicely on the card. I'm glad you found another figure for the Glyph Hunter, too... it always sucks when some creator or other uses the figure you'd had your heart set on, doesn't it....
Justjohn and HEH, I'm afraid I have nothing to respond to y'all with except my heartfelt thanks at your attentions. :) Gosh, it's nice to know someone likes my bios... even if they made the thread all scary with text glut... ;) I don't think I'll be doing them anymore though, keep the fiction to my Codex stories instead. Lord knows I've probably got enough textual masturbation going in this post alone to fuel the porn industry for a year.
And lastly, there's a new unit up, so here's the 'bump.' He's an attempt at making a relatively expensive common hero for the Jandar human-themed army. I felt that the HS world was a bit lacking in expensive common heroes, and the D&D style paladin concept is something that hasn't been officially done, or even unofficially done as far as I can tell. I'm pretty sure all the custom knight in shining armor heroes up to this point have been uniques with less generic abilities, please correct if I'm mistaken.
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Paladin.png
justjohn
September 26th, 2006, 04:56 PM
I like him/her (paladinness in title, paladin on card, I know the figure is a guy, and one of my favorite old Rebellion figures--anywho ^^). I was a bit surprised to find that it was a common hero. She is poweful, but with only 1 life, maybe too costly Maybe 60 points? En masse and in singles, they are still big utgar/undead hosers, so maybein the right situations, the high cost is accurate. The abilities work well together, at least in appearance, very flavorful. Never played DnD, but he seems to do what a paladin should. Good stuff as usual.
Rhydderch
September 26th, 2006, 07:01 PM
I'm pretty sure all the custom knight in shining armor heroes up to this point have been uniques with less generic abilities, please correct if I'm mistaken.
Well I have a common hero Paladin custom which is VERY generic, enough so that I decided not to post it. I'm pretty picky about which customs I post, moreso after your comment about boring figure choices! =P
Usually I try to pick customs with somewhat innovative abilities or at least a fun mix of old ones. I saw no reason to post my paladin which had a generic heal ability. I was never able to get a good picture of the figure anyway.
Your Paladinness looks like fun. More of a draft-pick figure than a constructed choice figure though since his abilities are very specific to his enemies. I'd consider lowering his cost though: although his abilities are very powerful against his target enemies, 80 points is still pretty darned high for a common hero, especially one with only 4 move.
I'd also make him a human champion. I'm not sure he is worth an order marker by himself and it would make his aura and Lay on Hands that much more useful.
Karkadinn
September 26th, 2006, 08:13 PM
I like him/her (paladinness in title, paladin on card, I know the figure is a guy, and one of my favorite old Rebellion figures--anywho ^^). I was a bit surprised to find that it was a common hero.
Paladinness = Coldness = Darkness, etc. Not meant to imply a gender, lol, just one of my playful mutilations of our beloved English language.
Well I have a common hero Paladin custom which is VERY generic, enough so that I decided not to post it. I'm pretty picky about which customs I post, moreso after your comment about boring figure choices! =P
Teehee, sorry? I don't even remember when I said that, I hope I didn't come across as too mean.
The main thing I feel that sets this guy apart are the racial and political qualifiers in the ability functions. Those're underused mechanics, I feel, and I like 'em muchly, even if they are very situational.
Usually I try to pick customs with somewhat innovative abilities or at least a fun mix of old ones. I saw no reason to post my paladin which had a generic heal ability. I was never able to get a good picture of the figure anyway.
Yeah, you'll notice that in general I try to include more creative abilities on my cards, sometimes to the point of excess and text glut. This guy was a bit of an exception for several reasons (I wanted an 'ordinary' paladin support hero for the knightish army, just like the swog rider is for the orcs). In fact I very rarely use official abilities, simply because I somehow never get unit concepts where they'd fit and be interesting, heh.
[Snip some talk from both of y'all about how Mr. Lawful Good seems underpowered for 80 points due to the 1 life and 4 move stuff.]
You guys are probably right, he seems just a tad weaker than the Zettians in overall usefulness, and the Zettians are pretty underused themselves, after all. Since he's supposed to be the knight counterpart to a swog I'll probably just end up making him a champion for the bondage. Dunno why I didn't do that in the first place. :)
Rhydderch
September 26th, 2006, 10:47 PM
Well I have a common hero Paladin custom which is VERY generic, enough so that I decided not to post it. I'm pretty picky about which customs I post, moreso after your comment about boring figure choices! =P
Teehee, sorry? I don't even remember when I said that, I hope I didn't come across as too mean.
Nah. You just stated your honest opinion of the figures which is better than an insincere "good job" if you ask me. As for my side... what can I say? I just like your run of the mill fantasy figures. Also I'm not a fan of Heroclix and I've never been able to find a good supply of Mageknight figures so I'm left with the DnD line which caters to a very cliche line of figures! Still I try to keep an eye out for good figures which are easy to get and fit innovative abilities and match concepts in my head. Its been fun but also more of a challenge. Also sort of frustrating when you see that perfect Rackham figure with the $30 price tag. Sigh...
Also sucks when you try Dreamblade out and get the same rare in the two packs you buy. Especially when its a figure you disliked the first time around. Worse still when you look on Ebay and see it is worth about $2. And the worst when you remember the packs are really expensive! Even though I still buy them I really hate randomly packaged games. Too bad they are the only source of non-HS minis I can find consistently. Actually the only minis I can find period since I've been unable to find the last 5 HS releases. *cries*
The main thing I feel that sets this guy apart are the racial and political qualifiers in the ability functions. Those're underused mechanics, I feel, and I like 'em muchly, even if they are very situational.
Agreed. I'm actually surprised we have not seen many, if any, official figures with abilities that work against specific races. Its such a simple mechanic and we have so many race enhancers anyway. Plus these are the people who made Heroquest which had items like the Orc's Bane or the Spirit Blade which worked against Orcs and the Undead, respectively. I think my first customs were for the Heroquest customs and I included those artifacts, amongst others. Lots of fun memories there =P
Jandars_Hope
September 27th, 2006, 06:03 AM
Great cards karkadinn! I like the Paladin's Holy Aura ability!
Karkadinn
October 26th, 2006, 11:04 AM
Bump for the new stuff.
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Little_Red_Riding_Hood.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/The_Wolf.png
robaula
October 26th, 2006, 05:00 PM
Karkadinn, your Red Riding Hood custom is a great idea - a real turn to the fantasy world I remember from my childhood :-) Would be fascinating to see more Brothers Grimm type customs - how about Hansel and Gretal, or Rumpelstiltskin?
Brilliant, Karakadinn!
Rhydderch
October 27th, 2006, 05:59 AM
Well your new customs are certainly different :P Fairy Tales are actually a pretty good idea for custom inspiration though I'm not sure I would have chosen Red Riding Hood...
You've done a fairly interesting job with them. Do you have any figure suggestions for Riding Hood though? I expect the wolf will be easy enough.
Also whats with your target zones? I notice they're never a proper silhouette and always show a decent amount of detail. Is that on purpose?
InfinityMax
October 27th, 2006, 11:16 AM
I rarely bother to check customs any more, but I pop in here and see this killer Red Riding Hood, and think, 'maybe I should do this more.' I really like this one! Only 15 points, and almost useless except for her basket of goodies. The other abilities just keep her a live a little longer, but hell, she's only 15 points.
Now do the woodcutter! That guy should be almost a normal guy, but with a huge bonus against beasts.
Karkadinn
October 27th, 2006, 11:47 AM
Would be fascinating to see more Brothers Grimm type customs - how about Hansel and Gretal, or Rumpelstiltskin?
I'll make anything a custom if I can find a mini for it. The trouble is finding the mini. ;)
Do you have any figure suggestions for Riding Hood though? I expect the wolf will be easy enough.
Actually if you look on the first page where my main unit 'archive' is, you'll see that there's figure links below the images. Little Red is a Reaper mini, and the Wolf is a D&D Minis common.
Also whats with your target zones? I notice they're never a proper silhouette and always show a decent amount of detail. Is that on purpose?
Well, when I first started doing cards in a 'real' graphics program instead of HSToolkit, I tried figuring out how to make the targeting image look right, and in the process accidentally stumbled across the recoloring tool. I decided I liked the look so much I'd just use that instead of the normal targeting image look. It makes for a nice visual signature. To this day I still don't know how to make a 'real' targeting image.
I rarely bother to check customs any more, but I pop in here and see this killer Red Riding Hood, and think, 'maybe I should do this more.' I really like this one! Only 15 points, and almost useless except for her basket of goodies. The other abilities just keep her a live a little longer, but hell, she's only 15 points.
Now do the woodcutter! That guy should be almost a normal guy, but with a huge bonus against beasts.
While you're here, check out Euryon's thread; he's doing some nice mythological stuff at the moment. Some Middle Eastern mythology, even; now there's an untapped genre. :)
I'm glad you like Red; I've been experimenting with quirky unit costs lately and I was rather enjoying designing a so-cheap-it's-almost-free hero.
I actually thought about doing a woodcutter too, but my search for a proper mini was in vain, so he's on the back burner for now (along with about a hundred other unit ideas shelved for the same reason, lol).
Jandars_Hope
October 31st, 2006, 10:21 AM
I like the Red riding hood figure, especially how you've made use of the road spaces!
justjohn
October 31st, 2006, 10:53 AM
You have a way with the item mechanic, Kark. Ridin' Hood is pretty neat, but I like the wolf a good bit. He's actually very playable and is well rounded for his cost, including his very thematic and useful abilities.
Euryon
November 1st, 2006, 09:30 AM
I like the 'Hood and Wolf customs, Kark :D Can't add much than whats already been said, though.
If you like fairy tale figures (not for HS, though, alas), Spawn.com have some AWESOME figures :D
Lil' Red
http://board.spawn.com/images/board/clearhood.jpg
Humpty Dumpty
http://www.spawn.com/toys/horror/monsters4/humpty/images/monsters4_humpty_photo_02_dp.jpg
They also have Miss Muffet in S&M being attacked by a huge spider, Hansel locked in a cage, Gretel as a strange sexy cleaning lady, and some Pumpkin Dude.
Karkadinn
November 2nd, 2006, 11:13 AM
Bump for the new stuff. I realize that finding appropriate items for Pockets and Lil Red to be useful can be a bit of a scavenger hunt, so I decided to toss in a guy who comes with his own large arsenal to make it easier. This is the only time so far I've made items with solid point costs, intending for them to be for other figures as well as the main guy.
And btw, while doing Little Red Riding Hood research I stumbled across a really excellent fairy taleish web comic. I highly recommend it for mature, high-quality writing and innovative visual presentation. You can read it here:
http://www.forthewicked.net/
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Doomed_Marine.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Berserk_Pack.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Chainsaw.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Double-Barreled_Shotgun.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Chaingun.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Combat_Armor.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Rocket_Launcher.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/BFG_9000.png
LordRaidor
November 2nd, 2006, 12:14 PM
Hey Kark! Sorry I don't drop by more often, ...but I've been spending almost all of my free time twitching on the floor in a puddle of my own drool in some dark cave somewhere... ^_^
I like the Marine. He's pretty ingenuitive, what with wounding himself to get equipment. I'm not sure how thematically sound it is for him to be healed by dishing out lots of death in a Fragging Spree (?does he eat his kills?), but the power is mechanically sound enough... I initially felt like 'Fragging Spree' wouldn't see much use, but after reading about his 'Trophies' and taking a look at some of them, I realized that he could potentially "pay-off" the purchase cost of some of the pricier items fairly quickly, if he was rolling well. Something like the Rocket Launcher or the BFG could pay itself off on the first use...
I'm assuming that you intended "Blood Hunger" to apply with the use of his 'gear' as well. Curious though, ...how would it work in conjunction with the 'Chaingun'? Since that item already grants miltuple attacks, how do you plan for the 'attack again' part to flow? If he made a 4-die attack with it and scorched something, could he make another 'free' 4-dice shot, or would he have to drop down to 3 at most (from his remaining pool)? Or would he instead have to use another piece or equipment for the 'additional attack'?
Since has access to 'attacks' that could potentially destroy multiple figures in a single go, how do you prevent the 'free attacks' from spiralling out of control? Example: ...fry something with the Chaingun, then free follow-up with the BFG (which also kills TWO more figs), then use those two 'attack agains' with the Rocket Launcher, wasting 4 figs total with those for 4 more 'free attacks', ...etc.? If he cuts loose in the middle of a big batch of enemy figs, he could potentially wipe out an entire army in a single turn, nez pa?...
I never really 'hooked up' with the items/spells/gear movement, ...but I'm continually amazed at how well you utilize it with your customs. Some of the Marine's gear might need a little tweaking, ...but I'm still impressed with Santa's bag o' goodies from last year...
I'll be back, ...but right now I gotta go lay out some empirical support for the pricing on 'Forsaken'...
^_^
-LordRaidor-
fuzzysadist
November 2nd, 2006, 12:22 PM
Doomed Marine:
I like him, but I'm not sure about the "Fragging Spree".... how does killing people help him? Or is that supposed to represent the rate at which you find healing packs in Doom?
I love the equipment cards. I keep thinking of adding this to my home game, but I never get around to it. I just might print out your whole set and give it a try.
Fuzzy
robaula
November 2nd, 2006, 06:47 PM
I like the Doomed Marine - reckon it really goes along with the spirit of Doom! I presume that the figure is from the Doom board game?
Great equipment to go with him - again, fits in with the spirit of the computer/console game.
Brilliant!
Karkadinn
November 2nd, 2006, 07:26 PM
You know it's funny how you can spend hours pouring over a figure to eyeball everything to perfection, but still miss something completely obvious that someone points out to you after you post it, making you slap yourself on the forehead and go 'Duh, me!' :D
The multiple attack ability combines with the chaingun... awkwardly, to say the least. Here's what I'm currently thinking of for the fix text to Blood Hunger.
If Doomed Marine destroys any figures in an attack, he may make another attack of the same type, including the number of dice rolled. He may continue using that type of attack until he does not destroy a figure.
That limits the extra attacks so that he can't get multiple free ones off of AOE stuff, and clarifies chaingun issues.
And a tweak to the BFG....
Roll the 20-sided die at the end of any turn where you used Plasma Blast. If you roll a 10 or lower, BFG 9000 is destroyed.
Fragging Spree was a ref to the deathmatch style of these games... instead of giving bonus points, he gets healed. But now that I think it over it does seem like kind of a cheap way to get your items to pay themselves back, and thematically is a bit unintuitive. I may just drop it and drop the card's cost by 10 or so points accordingly. It'd give me more room for the longer version of Blood Hunger. I guess you don't really need an additional reward for killing three or more figures in one turn, do you? The act itself is reward enough, lol.
Doc_Savage
November 2nd, 2006, 11:57 PM
Doomed Marine Notes
Thanks for getting some more equipment cards out there. I've been working on some US Colonial Marine gear cards for a while... not done yet. I've been waiting til my Ripley is done. These are good and I like the trade off of life for more stuff.
BLOODY TROPHIES
Before the placing Doomed Marine on the battlefield, you may place any number of wound markers on this card. You receive 15 points to equip this card with FPS Gear items for each wound marker placed. Only these points can be used for the FPS gear.
For the gear, do you like "the user" language or might you use "the equipped figure"?
BESERK PACK - can this be used by the Marine on an adjacent figure?
Can this be used by a squad?
Adrenaline Injection
Add 2 attack dice when making adjacent attacks this turn. Adrenaline Injection may only be used once per game.
Combat Armor - if this is destroyed by one wound then is it worth 30 points? Perhaps if it said, "If the equipped figure would receive one or more wounds from an attack, you may destroy Combat Armor instead." This would let you save the armor for an attack that could really hurt, instead of going away the first time a wound is received.
Karkadinn
November 3rd, 2006, 11:11 PM
So far I've been using 'the user' mostly because it's shorter. ;) If you've been using 'the equipped figure' consistently, though, I might be persuaded to switch.
I hadn't thought of using Berserk Pack on an adjacent figure; I'll consider it, but it seems like an unnecessary addition to me. If you want a particular figure to use Berserk Pack, you pay the cost for it and put it on that figure in the first place.
By default I think items work best on unique heroes, since you don't have to deal with trying to balance out stuff like whether or not you need to buy the item for each squad member, and differing point costs, and keeping track of which common figure has which items, and stuff like that. So by default I design them for unique heroes. OTOH, I am aware of at least one Scaper, Atmospro, who uses a 'Put markers on the bases of the figures' system to let squads and commons have items, and I didn't want to totally rule that out for groups that were comfortable with it, so I just left that aspect unspecified, or at most implied via keeping 'user' singular rather than plural. I guess if I have to take a stand, I'll say that you can use my items for squads and commons if you really want to, just like you can mix Marvelscape with Heroscape, but it's not recommended, and any problems arising from such unusual combinations are yours to deal with. ;)
I shall ponder your Combat Armor suggestion. My primary concern was to avoid costing it so as to render the Vydarian apes underpowered by comparison.
LordRaidor
November 4th, 2006, 01:40 AM
You know it's funny how you can spend hours pouring over a figure to eyeball everything to perfection, but still miss something completely obvious that someone points out to you after you post it, making you slap yourself on the forehead and go 'Duh, me!' :D
...Glad to be of service!!! ^_~
Here's what I'm currently thinking of for the fix text to Blood Hunger.
If Doomed Marine destroys any figures in an attack, he may make another attack of the same type, including the number of dice rolled. He may continue using that type of attack until he does not destroy a figure.
...And a tweak to the BFG....
Roll the 20-sided die at the end of any turn where you used Plasma Blast. If you roll a 10 or lower, BFG 9000 is destroyed.
Both of these fixes sound entirely reasonable, and I'd also be in favor of dropping the 'Fragging Spree' for thematic believability, but I wouldn't drop his cost by more than 5 or 10 points at most...
^_^
-LordRaidor-
justjohn
November 4th, 2006, 04:52 PM
I loved the Doomed Marine, Kark. It just seems to be so much like it should be, does that make sense? This guy is really like dozen customs in and of himself, because he is SO flexible with his abilities.
My Favs:
Chain Saw: the double skull thing is really neat, a great way to make it hit more without being overly powerful, I like this a whole lot.
DBShotgun: Making it more powerful close up is great, nice touch.
Combat Armor: Giving Tough is great, but I like the addition of it taking that first wound, if it makes it through, for you. I agree with DS's suggestion of making it optional to discard it or not.
Only question I have about this guy: Why is his base range 8? Shouldn't it be 1? Just curious, because I can't figure out why he would have range if he didn;t have any base equipment. Didn't your starting pistol eventually run out of ammo in the game? I thought you had a knife or something when you ran out of ammo.
Great stuff, though. You keep making me want to use items.
Karkadinn
November 4th, 2006, 05:10 PM
Only question I have about this guy: Why is his base range 8? Shouldn't it be 1? Just curious, because I can't figure out why he would have range if he didn;t have any base equipment. Didn't your starting pistol eventually run out of ammo in the game? I thought you had a knife or something when you ran out of ammo.
Yeah, it's the pistol he's using on his basic card. When you ran out of all ammo in the computer game, you were reduced to your fists. Technically, ALL your guns would run out of ammo eventually, but I chose to only implement that for the BFG as a balancing factor, and since it is notable for swallowing huge gulps of a rare ammo type. I've ignored it for all the other weapons, including the implied pistol on the basic unit card, on the assumption that adding in universal ammo tracking would be more trouble than it would add to the game in fun.
I suppose I could make the pistol a separate weapon, but it's so weak that it scarcely seems worth it. OTOH, some really low-cost items would be nice for Lil Red... *muses over it*
Great stuff, though. You keep making me want to use items.
*preenpreen* That's the effect I'm going for. :)
thehandofzarquon
November 4th, 2006, 10:30 PM
What about the Plasma Rifle? :P
Karkadinn
November 16th, 2006, 12:08 AM
What about the Plasma Rifle? :P
(Should've replied to this way sooner. Bad Karky.)
I left out the plasma rifle and the single-barrel shotgun because I figured they wouldn't be unique enough to warrant individual cards. One could argue that the BFG and the rocket launcher are likewise technically redundant towards each other, but they were both such memorable weapons in the game that I really felt they warranted inclusion.
If there's any number of people who want to see these two left out weapons included when I get the revisions up, though, just let out a holler.
Doc_Savage
November 16th, 2006, 12:27 AM
So far I've been using 'the user' mostly because it's shorter. ;) If you've been using 'the equipped figure' consistently, though, I might be persuaded to switch.
I just looked over a bunch of my equipment cards and of course I used...
the user. :D
Karkadinn
November 16th, 2006, 02:54 PM
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Corentin.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Heracles.png
How sad is it that I'm so addicted to this crap that I keep compulsively making customs even when I'm trying to take a break from them? Meh, I r teh suxx0rz. Anyway, bump for the new stuff.
In the middle of uploading I realized that I'd gotten the unique/common stuff on the Marine's weapons a bit screwy. I'll fix that next time I have something to upload.
netherspirit
November 16th, 2006, 03:09 PM
Corentin
Hostile Wings works on any flying figure anywhere on the board? No kind of range or LOS limit?
With Wind Aided Stride he basically has to move on the same level or down right? Because if he moves up a level, he only moved 3 spaces. Is that right?
Wind Vortex is cool. A nice power to protect him from Melee.
Heracles
Neaman Lion Skin - Nice
Hydra's Blood Arrows - Nice, I actually have a card that I haven't upload that uses a similar power, but its worded like this: "All unblocked hits count for an additional wound." Its less wordy, and sounds more official, because a shield is blocks hits (skulls) and an unblocked hit = 1 wound.
Unleashed Rage - I am undecided about what I think about this power...
Pug
November 16th, 2006, 07:01 PM
Corentin is an interesting character. I could see drafting him, but I couldn't see me putting turn markers on him, since the two specials that I like him for (blocking flight and wind vortex) don't seem to need a marker. He could be quite devastating in a castle defense.
justjohn
November 16th, 2006, 08:14 PM
Heracles is really stout. The rage is a nice addition, with a hefty penalty. At first glance, I thought he was undercosted, but then I realized he's not immune to all the stuff that the other big guns are immune to because of his size. Very nice. I think I had an ability like hydra blood arrows on my old Waspix custom back on hq, Waspix Stinger or something along those lines. I wish I still had copies of all my old hq customs. /ramble. It's a neat ability.
I'd have to agree with Pug on Corentin. He is very thematic, but with no range limit on Hostile Winds, and Wind Vortex killing all chances of taking this guy out with melee, I can just see him sitting back and messing with all my oponent's fliers. Which is nice, because I can't think of anything that affects stuff this much that you don't have to place markers on to really benefit from the abilities. And the effects are great, but really limited, so I think it's pretty balanced.
ZBeeblebrox
November 17th, 2006, 12:38 PM
I have to agree with Pug and JustJohn...The wind mage is very thematic and I think the ability to mess with others figurs is very interesting. The fact you do not need to activate him to use those powers makes him very useful.
Karkadinn
November 17th, 2006, 01:30 PM
I was hoping that the limited Magic Markers (he can only use his primary ability like, twice in two rounds, before he has to sit around and do nothing but wait for two more rounds to regenerate the Markers to do it again) + vulnerability to range would keep Corentin from being overpowered, and that the active move spell would give a reason to put markers on him.
I could, perhaps, give him a minor range attack to let him do some active damage with order markers on him, and maybe decrease his defense or life a little if his defensive ability is too potent. Or change the Stride spell into this: Before moving Corentin, you may remove any number of Magic Markers from his card to add 1 to his Move and Attack for each Marker removed.
Or I could leave him as a mostly passive figure, a la Taelord.
Opinions, anyone?
Also, Nether, I'm not sure what you're trying to say about the Stride ability, could you clarify the situation for me?
netherspirit
November 17th, 2006, 02:53 PM
Also, Nether, I'm not sure what you're trying to say about the Stride ability, could you clarify the situation for me?
The card says, "After moving Corentin 4 spaces..." Basically my question is, if he doesn't move 4 spaces does he get to use the power? Because if during his move he goes up a level, he would only move 3 spaces and wouldn't be able to use the Stride, right?
Karkadinn
November 17th, 2006, 04:19 PM
Oh, I see what you mean. I'll likely just change at least part of the wording to the idea in my last post to avoid that problem. ;P
Pug
November 17th, 2006, 05:19 PM
I dunno, if I were to draft Corentin, I would be doing it specifically to mess with flyers, most notably dragons. He really doesn't offer anything else. In a castle setting he would be great as even if a flyer or Drake make it up the wall, it would take them a while to do it, but again, the vortex skill doesn't require a marker.
The only way I could see putting a marker on him as he is, would be if you wanted to move him up to some ranged units to create a defensive bubble. A purely support unit isn't that bad, but I don't see any reason for him to leave his starting location.
Perhaps some sort of wind blast type attack that throws units? That might give you a reason to put a marker on the card. Or else give hostile winds a range, which would require him to move about a bit.
InfinityMax
November 17th, 2006, 05:31 PM
Nice. I like them both. My main concern here would be Heracles' 10 attack - the problem with Heroscape is that, after a point, it does not scale well. A 10 attack is more than twice as good as 5, because of the odd percentage of success curve you get as the numbers increase. Like a 2 :skull: versus 2 :shield: is not as likely to hurt as 4 :skull: versus 4 :shield: . I do like that he can be hit by stuff because he's not big, though, so that might balance.
Karkadinn
November 21st, 2006, 12:21 AM
Bump for the new guy. He's got a pretty powerful special ability to disrupt enemy army composition, but also mediocre stats for his high point cost. I'm trying to encourage a 'Kidnap the princess, then get to the top of a high place and chuck barrels at the heroes' gameplay with him, in imitation of the game.
I also made most of the Marine's stuff common (so you can have more than one on the same guy if there's some kind of item-destroying monster on the opposite team, or if you want the same items on different heroes), gave Khalfani a range limit to his special attack and tweaked his cost down slightly to make him more attractive in smaller armies, and cut away 2 of Hercules's attack dice without reducing his point cost any, because really, 4 skulls on average is quite sufficiently badass for his point cost, when I think it over.
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Donkey_Kong.png
netherspirit
November 21st, 2006, 12:35 AM
I like Kidnapper. Very nice and something different! Too bad its on a liscensed figure ;) Slight typo near the end "figures" should be singular.
I Think the Barrel Roll could be an attack dice for every 2 levels instead of 4? Not sure how potent that would be, but 4 just seems like not very much, maybe thats because I'm used to playing on maps that usually only have a highest point of about 10 levels, but then that would be 5:skull: at range of 8...maybe you can put a cap on the number of :skull: :shrug: maybe I am just rambling.
Either way nice stuff. Definately a :up: from me.
bunjee
November 21st, 2006, 01:09 AM
I like Kidnapper. Very nice and something different! Too bad its on a liscensed figure ;) Slight typo near the end "figures" should be singular.
I Think the Barrel Roll could be an attack dice for every 2 levels instead of 4? Not sure how potent that would be, but 4 just seems like not very much, maybe thats because I'm used to playing on maps that usually only have a highest point of about 10 levels, but then that would be 5:skull: at range of 8...maybe you can put a cap on the number of :skull: :shrug: maybe I am just rambling.
Either way nice stuff. Definately a :up: from me.Yeah, I pointed him in the direction of my triple level castle I recently built, that would be a 7 attack, range of 8, and a special attack no less. I think it needs a cap, maybe 5. I imagine the card without typo will be up tomorrow, he's all tucked in for the night.
johnny139
November 21st, 2006, 03:34 PM
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Donkey_Kong.png
:bowdown: :bowdown: :bowdown: :bowdown: :bowdown:
DK! Wow, that's just awesome. Barrel Roll? Kidnap?
Genius!
Karkadinn
December 5th, 2006, 03:11 PM
The usual bumping. (And if you're wondering why it took me so long to revise DK, it's 'cause I don't like to post revisions until I've got something new to post with them to keep interest up.)
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Entelejentsia.png
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Dominicus.png
justjohn
December 5th, 2006, 04:18 PM
Holy crap Kark! I'm normally not super keen to your cartoon character customs, but the bookwork is awesome. One of the best, most creative customs I've ever seen.
His abilities... wow. I have scrabble, I may just have to give this guy a whirl sometime, maybe even whip up a custom worm figure to use with it. Do you have any figures in mind?
I'll comment on the Inquisitor when I get back from this meeting, but man. The bookworm is good stuff.
Pug
December 5th, 2006, 05:09 PM
So, do you need a blank to spell Major Q9? Because that would be a lot of points, without being many letters. Of course, good luck getting "Queglix Gun"...
Kuprin
February 24th, 2007, 12:45 AM
I love the Sailor Senshi and Tuxedo Kamen. Beautifully done, though I wonder if TK is a bit undercosted. Pep Talk is pretty darn good...I see that as a really annoying way to keep Raelyn(sp, really tired) alive even LONGER.
Also, wording needs changed on Sudden Encouragement - the figure isn't destroyed, but what happens to the wound markers caused by that attack? Is it ignored? Figure reduced to 1 health?
ninthdoc
February 24th, 2007, 12:14 PM
Kark, if you'll wait a few weeks, there is a Mr. Mind figure in the new DC Heroclix.
http://i179.photobucket.com/albums/w310/Buddyhoss/IMG_1713.jpg
The pic is not very good, maybe he could be your bookworm.
willward101190
February 24th, 2007, 01:00 PM
:poke: :nopics:
ninthdoc
February 24th, 2007, 01:20 PM
:poke: :nopics:
I'm sorry, which pics are you not able to see?
King's Knight
February 24th, 2007, 01:58 PM
I like the book worm, but the first ability of the inquisitor is confusing... why would someone want to destroy their own figure?
bunjee
February 24th, 2007, 02:12 PM
I like the book worm, but the first ability of the inquisitor is confusing... why would someone want to destroy their own figure?If you go to the first page of this thread:
http://heroscapers.com/community/showthread.php?t=1578
And scroll down a lot, you'll find the card that relates to them:
http://www.heroscapers.com/oldgallery/albums/userpics/10110/Kobold_Saboteur.png
willward101190
February 24th, 2007, 02:24 PM
the pics didnt work for me
kurisenshi
April 9th, 2007, 10:28 PM
Hey Karkadinn,
Did you see the Sailor Moon figures I found & glued to HS bases? I really like your Sailor Moon cards and hope I come up with something creative for my figs once I get to them on my to-do custom list.
Kinseth
February 26th, 2008, 12:15 AM
Cool Doomed Marine, I honestly never saw any of your stuff before. Great minds think alike!
Karat
October 14th, 2010, 03:41 PM
personally i like your book worm, but i don't think he should be a unique hero, he seems more like an uncommon hero to me, or perhaps even a common one.
and as for the inquisitor his last power isn't very specific. it doesn't specify what type of dice, or how many to roll for the attack.
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