View Full Version : Trueroman's Customs
July 16th, 2008, 08:12 PM
Here are a few- albeit- rough cards that I made. Sorry for the quality. I'm still fiddling with the different font's, colors and just all around getting used to the idea.
So what do you think? Need anything changed? I haven't had the chance to play test them yet and just wondering, from another's perspective, if they look broken or unbalanced.
July 16th, 2008, 08:38 PM
Oh, I Like!
July 16th, 2008, 08:45 PM
So Catman essentially has 15 life? Albeit not all with that fairly high 5 defense. But, still, even if you had one defense die, 15 life is ... 15 life! Why not just give him a base of 9 lives and structure the power around him losing defense every time he loses a life, something like that? Nine lives is the current high for any figure in the game, so moving to 15 would be a big leap and it's be pretty hard to figure out if he were balanced for his cost or not, IMO.
For Wild Life bonding, instead of making yourself list all those different types of units, why not just go with any unit with the Wild Personality? Of course that'd exclude some that are currently on your list (Vipers, Wolves, for instance, which are relentless). Hmm, on second thought, that'd be dangerous, as is the power as you have it now, for this reason. Many relevant figures (both wild ones, and ones you have on that list such as Vipers and Wolves) are squad figures that would, as part of their turn, bond with a hero. So essentially an Order Marker on Catman could activate, for instance, Khosumet, a squad of Wolves of Badru, then Catman. Or the Venoc Warlord, a squad of Armoc Vipers, then Catman. No matter how you slice it, that's a lot of figures to activate on one turn, and it would also be unprecendented in terms of bonding.
I'm not saying either of these powers break the figure or should be out of the question - far from it, as custom making is all about innovation. What I am saying is that they're both very, very powerful abilities, and will both make it difficult to determine his appropriate cost. Without having played him, I can't really speculate on his cost too much, but with powers like that, it seems even 260 points is a little bit low.
And, just on a flavor note, this is Catman, right? Not exactly the biggest bad*** of all time in the comics. I'm not convinced he really deserves to be priced above Iron Man (240 points) and Dr. Doom (245 points), let alone that he deserves to be priced what someone with these abilities probably should ...
July 16th, 2008, 10:47 PM
I second Batman's critque plus a welcome to the custom community! Hope to see some more work from you in the future.
July 16th, 2008, 10:57 PM
Thanks for the feedback you guys. After I looked at it for awhile I started to realize the 9 lives ability is indeed basically having 15 life points. I actually like your idea, though, he has 9 life points and after a certain amount it lowers his defense. That way I can see him costing less because though, he has high life his defense drops along with it. As for the bonding, I might have to work on that. Perhaps just scratch it for something else or as you say, make it to where he bonds with Wild natured characters. But who, in classical Heroscape has a wild personality? I might have to make a squad of lions to go along with him. :p
So what about Cheshire? Yay, nay?
July 17th, 2008, 12:07 AM
Thanks for the welcome Hi1. :D
After looking over some cards I had, (I only have about half of Classic Heroscapes figures) Wild bonding would be a bad idea. Mainly that would be Gruts, Marro, Deathstalkers nothing thematically right nor reasonable. I might in the end just scratch the idea and come up with a special attack of some kind; that or a bonding of a different type. Perhaps with the other members of the secret six.
July 17th, 2008, 02:56 AM
Welcome Trueroman. It is always good to see new blood. :)
July 17th, 2008, 11:17 AM
You might try an ability that covers his fighting skills instead - like Counterstrike or an equivalent (I'd change the name) to the Shaolin Monks' Shaolin Assault ability (see here: http://captcha.chat.yahoo.com/go/captchat/?img=http://ab.login.yahoo.com/img/zfs34uVZFemfSYMeQIpG9DCtVyJP2mKdku6v73JFQDwzdBV3ssIDMa7FC1nqH4u.RuzWxL IfPByZY3i1b0BW7OowRehEIawK.ck4fZQvbNMPei2e3H3nQned_JY-.jpg&.intl=us ). Or you could always go for a special attack.
July 17th, 2008, 05:54 PM
Glad to be here, Whitestuff. :)
So how about this idea for his second ability:
Leaping Strike- Move 4 Attack 4
Instead of moving normally Catman may jump in a straight line up to 4 spaces as long as he does not exceed 5 tiles up or down. For every figure Catman leaps through, roll for 4 attack. Catman does not become engaged while using Leaping Strike nor can he use this special if there is no enemy within range of leaping strike.
July 17th, 2008, 07:31 PM
It sounds like Leaping Strike is a "special attack" in that instance. If that's the case, call it "Leaping Strike Special Attack" so that players will know that all the restrictions and benefits of special attacks apply to it. Also, I believe calling it a "special attack" would allow you to eliminate the last line of text - after all, of course you couldn't use a special attack when there's no one in range of it.
July 17th, 2008, 11:51 PM
Yes, that does sound about right. Thanks, I'll fix the card and post it up as soon as I can.
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