Re: Heroes of Fiction: Design Thread
Quote:
I removed the wound-healing properties from Jump Attack, I think my reasoning behind it was that that was how he would recover his mushroom power, but if we're going to keep him under 50 points, it should be removed. JUMP SPECIAL ATTACK: Range Special. Attack 5. If Super Mario moved at least one space but did not attack normally, he may use Jump Special Attack. When using Jump Special Attack, choose a non-adjacent small or medium figure within 3 spaces of Mario whose base is not higher or lower than 5 levels from the base of Mario. If the figure is not destroyed, destroy Super Mario. Jump as a title for the movement power would work, I was attached to Jumping because Mario is usually off the ground in the original game, but Jump probably sums up the power better. JUMP 5: Instead of his normal move, Super Mario may use Jump 5. Jump 5 has a move of . When counting spaces for Jump 5, ignore elevations of up to 13. Mario may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. Mushroom power, oh boy, I've forgotten context. MUSHROOM POWER: If Super Mario has no wounds on his Army Card, add 2 to his size and he counts as a medium figure. The most damage he may take is 1. If Super Mario would be destroyed, instead move him 1 space and deal 1 damage to him. That should clear up the queries and keep the design alive. I think he may even be ready to go, just some cleaning up and costing. And now, my apologies: I'm sorry that as a design lead I let this thread die, over the holidays I grew busier and busier in real life, and I began to ignore this project. And over the course of time things snowballed and I continued to ignore and even forget about this project. I'm sorry for the annoyance and delay I may have been to you all. I can't promise anything right now, but I will try to be active here as long as I am here. |
Re: Heroes of Fiction: Design Thread
Quote:
Due to the response, automatic removal for Friday has been cancelled.<< My constructive comments will come at a later date. |
Re: Heroes of Fiction: Design Thread
I like how this is shaping up
Some ideas, alternate wording: MUSHROOM POWER The most damage Super Mario may take for each attack or special power is 1. If Super Mario is destroyed and has no wounds on his Army Card, before removing his figure from the battlefield, place a wound on his Army Card, move him to any adjacent empty space, and he isn’t destroyed. If Super Mario has any wounds on his Army Card, subtract 2 from his height and he is a small figure. JUMPING SPECIAL ATTACK Range Special. Attack 5. When using Jumping Special Attack, choose a small or medium figure within 3 clear sight spaces of Super Mario whose base is not higher or lower than 5 levels from the base of Super Mario. If Super Mario’s Jumping Special Attack destroys the figure, immediately replace the figure with Super Mario. If Super Mario doesn’t destroy the figure, he receives 1 wound and must be placed on a space adjacent to the figure, or be destroyed. JUMP 5 Instead of moving normally, Super Mario may Jump. Jump has a move of 3. When counting spaces for Jump, ignore elevations of up to 5. Super Mario may jump over water without stopping, jump over figures without becoming engaged, and jump over obstacles such as ruins. After destroying a figure with his Jumping Special Attack, Super Mario may Jump 5. |
Re: Heroes of Fiction: Design Thread
Good to see you guys back at it. I really do enjoy the idea of this thread.
|
Re: Heroes of Fiction: Design Thread
OK good to see we are back at it. I'm guessing life got busy for all of us. I will see what I can do about finding a usable figure and start making up the card tomorrow.
|
Re: Heroes of Fiction: Design Thread
Quote:
|
Re: Heroes of Fiction: Design Thread
Here is a mock of my latest version.
https://www.heroscapers.com/communit...o_original.jpg JUMPING SPECIAL ATTACK Range 3 Special. Attack 5. Choose a figure within 3 clear sight spaces of Super Mario whose base is not higher or lower than 5 levels from the base of Super Mario to attack. If Super Mario’s Jumping Special Attack destroys the figure, immediately replace the figure with Super Mario. If Super Mario doesn’t destroy the figure, he receives 1 wound and must be placed on an empty space adjacent to the figure, or be destroyed. JUMP 5 Instead of moving normally, Super Mario may Jump. Jump has a move of 3. When counting spaces for Jump, ignore elevations of up to 5. Super Mario may jump over water without stopping, jump over figures without becoming engaged, and jump over obstacles such as ruins. After destroying a figure with his Jumping Special Attack, Super Mario may Jump 5. MUSHROOM POWER The most damage Super Mario may take for any attack or special power is 1. If Super Mario is destroyed and has no wounds on his Army Card, before removing his figure from the battlefield, place a wound on his Army Card, move him to any adjacent empty space, and he isn’t destroyed. If Super Mario has any wounds on his Army Card, subtract 2 from his height and he is a small figure. |
It's a Me
Quote:
~Dysole, with her general contribution |
Re: It's a Me
Quote:
in game, he can jump on adjacent figures. But in second thinking, it would be powerful. but in third thinking, Drow Chainfighter rolls 4 Attack dice without penalty. However, you're correct in identifying it as an issue to test and ponder. |
Re: Heroes of Fiction: Design Thread
I was unable to get in a playtest, but I've spent some time at the armchair and I like the feel of Super Mario as is.
https://www.heroscapers.com/communit...2_original.jpg JUMPING SPECIAL ATTACK Range 3 Special. Attack 5. Choose a figure within 3 clear sight spaces of Super Mario whose base is not higher or lower than 5 levels from the base of Super Mario to attack. If Super Mario’s Jumping Special Attack destroys the figure, immediately replace the figure with Super Mario. If Super Mario doesn’t destroy the figure, he receives 1 wound and must be placed on an empty space adjacent to the figure. If Super Mario can't be placed, destroy him. JUMP 5 Instead of moving normally, Super Mario may Jump. Jump has a move of 3. When counting spaces for Jump, ignore elevations of up to 5. Super Mario may jump over water without stopping, jump over figures without becoming engaged, and jump over obstacles such as ruins. After destroying a figure with his Jumping Special Attack, Super Mario may use Jump 5. MUSHROOM POWER The most wounds Super Mario may take from an attack or special power is one. If Super Mario is destroyed and has no wounds on his Army Card, before removing his figure from the battlefield, place a wound on his Army Card, move him to any adjacent empty space, and he isn’t destroyed. If Super Mario has any wounds on his Army Card, subtract 2 from his height and he is a small figure. Defense --> 3 |
FYI
I copied the SA wording from C3V's Kursus as that felt like the closest analogue we had.
~Dysole, informationally |
"Jumping" in
I'm not super excited about the current wording on Mushroom Power,
especially with the "isn't destroyed" clause. Been watching the design go on, and I think a replacement effect better suits this power. Mushroom Power The most wounds Super Mario can take from an attack is one. If Super Mario would be destroyed and has no wounds on his army card, instead move him to any adjacent space and place a wound on his army card. As long as Super Mario has any wounds on his army card, subtract 2 from his height and he is a small figure. |
All times are GMT -4. The time now is 08:00 AM. |
Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2023, vBulletin Solutions, Inc.
User Alert System provided by
Advanced User Tagging (Lite) -
vBulletin Mods & Addons Copyright © 2023 DragonByte Technologies Ltd.