Re: Heroes of Fiction: Design Thread
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On a side note, do you have a thumbs up or thumbs down for The Doctor? |
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Thank you as well for the reply. Now I know.
Oh, and... :thumbsup: definitely! |
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Re: Heroes of Fiction: Design Thread
I don't mind having a 36 space potential. It's already limited to Unique Heroes and how often are you fielding that many. Besides, common squads already have an advantage over unique heroes, so let's help even up the gap. :D
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Re: Heroes of Fiction: Design Thread
The Doctor
Doctor Who Television Jandar Time Lord Unique Hero Adventurer Brilliant Size: Medium 5 Life: 6 Move: 6 Range: 1 Attack: 1 Defense: 4 BRILLIANT SPECIAL ATTACK Range 4. Attack 1. Defending figures may not use any Special Powers and may not roll any defense dice when defending against The Doctor's Brilliant Special Attack. SONIC SCREWDRIVER When you roll the 20-sided die for a Treasure Glyph trap with The Doctor, you may add 4 to your roll. RUN! When The Doctor or a friendly Unique Hero within 3 clear sight spaces of The Doctor is attacked, you may roll the 20-sided die. If you roll a 9 or higher, affected figures take no damage, and you may move The Doctor and all Unique Heroes within 3 clear sight spaces of The Doctor up to 3 spaces. Figures moved by Run!, may not end their movement engaged and do not take any leaving engagement attacks. Points: 100 |
Re: Heroes of Fiction: Design Thread
Then I'm good
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One more thumb and we'll let Mac122 post his pick.
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:shock: I thought there was someone else in front of me. I guess I better get busy. I've got two characters I'm thinking of but haven't decided which to do. Assuming we get the other thumb, I'll have something later tonight after my son's T-Ball game.
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At 100 points, I'd draft the good Doctor. :thumbsup:
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Re: Heroes of Fiction: Design Thread
I'd draft him
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Re: Heroes of Fiction: Design Thread
I believe we've had enough thumbs for the good Dr. Who, so, here's my character:
Agent J http://i894.photobucket.com/albums/a...uff/agentj.jpg Movies - Men In Black For a miniature I'll use the African-American Krav Maga Agent. http://i894.photobucket.com/albums/a...agentjmini.jpg NYPD detective James Edwards is recruited into the super secret Men In Black, an organization devoted to monitoring and policing extra-terrestrial activity on earth. Agent J is intelligent, quick-witted, agile, keeps coming back for more in a fight, smart-mouthed and is a bit hot-headed and reckless. I'd like to see Agent J's quickness, relative toughness, and his smart mouth represented (maybe some sort of taunting). I'd like to have a special representing the Noisy Cricket gun that can do a lot of damage but also have the potential to damage Agent J. If it fits without overpowering the character, a Neuralyzer ability might be interesting, too. Wikipedia articles Men In Black (Film) Agent J |
Re: Heroes of Fiction: Design Thread
Brainstorming (sometimes it just drizzles)
AGENT J MOVIES HUMAN UNIQUE HERO AGENT TRICKY MEDIUM 5 LIFE 4 MOVE 6 RANGE 7 ATTACK 3 DEFENSE 4 POINTS 110 TAUNT Whenever an opponents' figure rolls the 20-sided die against Agent J, you may subtract one from the roll. NEURALYZER 16 After moving and instead of attacking, choose an adjacent figure and roll the 20-sided die. If you roll a 16 or higher, you may remove one unrevealed Order Marker at random from that figure's Army Card. NOISY CRICKET SPECIAL ATTACK Range 5. Attack 5. Choose a non-adjacent figure to attack. After placing wounds, roll one unblockable attack die. If you roll a skull, Agent J receives one wound. |
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Sir Galahad didn't leave much for the rest of us ;)- he did a great job representing Agent J. Noisy Cricket is great. Might I suggest (quite tongue-in-cheek)... THERE'S ONLY ONE WAY OFF THIS PLANET, BABY... When attacking a Marro figure add 1 to Agent J's attack. ...AND THAT'S THROUGH ME. When defending against an attack from a Marro figure add 1 to Agent J's defense. OK, now for an actual suggestion... another option for TAUNT If Agent J or a figure you control that is adjacent to Agent J is attacked by an adjacent figure, the attacking figure must roll one less attack die. Also you could consider a WoA Defensive Agility type of ability. |
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Very cool choice, mac. Here are some ideas:
Taunt After an opponent reveals an Order Marker on a card with a figure within 3 clear sight spaces of Agent J you may roll the 20-sided die. If you roll a "X" or higher, Agent J is the only figure that can be attacked this turn. Partner At the start of the game, choose a Unique Hero (or Unique Hero Agent) you control to be Agent J's Partner. While Agent J is within 3 clear sight spaces of his partner, Agent J and his Partner may add 1 to their defense. Neuralizer After moving and instead of attacking, you may roll the 20-sided die once for each of your opponents' figures within 5 clear sight spaces of Agent J. If you roll a "X" or higher, remove all unrevealed Order Markers from that figure's card. You may only use Neuralizer once per game. or Neuralizer After moving and instead of attacking, you may roll the 20-sided die. If you roll a "X" or higher, remove all unrevealed Order Markers from your opponent's cards for all figures within 5 clear sight spaces of Agent J. You may only use Neuralizer once per game. Noisy Cricket Special Attack Range 5. Attack 6. When Agent J attacks with his Noisy Cricket Special Attack, Agent J is also attacked by Noisy Cricket Special Attack. Roll attack dice once for both the defending figure and Agent J. Each figure rolls defense dice seperately. Agent J may add 1 automatic shield when defending against his own Noisy Cricket Special Attack. Wounds caused to the defending figure are resolved before Agent J rolls defense dice against this attack. (This one is a bit wordy, but it seems pretty fun. :D) Quickness (Quick Draw) If Agent J is attacked with a normal attack from a non-adjacent figure within 6 clear sight spaces of Agent J, you may roll the 20-sided die. If you roll a "X" or higher, Agent J recieves no damage from the attack, you may roll 1 unblockable attack die against the attacking figure and you may move Agent J up to 3 spaces. Agent J does not take leaving engagement attacks when moving due to Quickness. I also really like the idea of having a bonus against Marro. It's a fun way to incorporate Agent J into Vahallascape. I'll post more if I get any more ideas. |
Re: Heroes of Fiction: Design Thread
Awesome choice mac....one of several movie characters I was hoping would come up in this thread. Im going to have to try to get an extra set of Krav Manga now. Just paint a moustace and his shades balck and he is good to go.
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Re: Heroes of Fiction: Design Thread
Really, really sorry I've been inactive. I'll try and help a lot more. For a 'Quicness' type power for him, this might be interesting:
If Agent J is unengaged and targetted for a normal attack from a non-adjacent foe, you may, instead of defending normally, choose to use this power. Roll 3 defence dice immediately. If you roll one or more blanks, you may immediately target the enemy with an attack of 3. If the figure is destoyed, take no damage from the opposing figures attack. If the figure is not destroyed, you may move 2 spaces for every blank that you rolled. Agent J may not move to a space adjacent to an enemy figure. If you end your move in a space that the enemy could not have legally targetted you in, such as a space that is out of the enemies range or Line of Sight, take no damage from the attack. If not, take any damage that you would have taken. Very wordy, but incorporates a nice 'run for cover' system. It could be shortened to contain only the 'counterattack' part or only the dodge part. Again, really sorry I've been inactive. |
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Whenever Mac reads all this and decides the direction he wants to go, I'll comment. Right now, there are just too many good ideas being thrown around to comment just yet. ;)
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http://i894.photobucket.com/albums/a...jokeborder.jpg :D Lots of great stuff! I'll get my thoughts together and post a first draft later this evening. Please post any more ideas you may have! |
Re: Heroes of Fiction: Design Thread
Here's my take on Agent J:
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I used a version of Balantai's suggestion for Taunt. It really captures what J did to the Bug at the climax of the movie. Is the wording sufficient to cover the situation where an opposing figure is engaged to another figure friendly to J? The effect would be to cause that figure to either not attack this turn or break engagement and go after J. The hand-held Neuralyzers were close range tools and usually used against one person at a time. The agent would "flashy thing" the target then give them an alternate memory for what just happened. I wanted to make it so you take a turn with the affected figure or move them a certain number of spaces, but it got too wordy. I decided to make it a defensive ability that would not only stop an attack from an adjacent figure, but end their turn - no additional attacks. The Noisy Cricket may be the hardest to do. Every time J used it, it threw him back 30 feet or so. So, I'd love for that to be represented with the possibility for some damage if he hits something. I looked at the Knockback rules and tried to craft this in a similar fashion, though I'm afraid this wording is insufficient - there is so much in Knockback. Also the "...3 spaces in a straight line directly away from..." wording will probably open a can of rules worms. If we can't make it work in a fashion that will fit on a card, I'll use one of the other versions that simply had the die roll for potential damage. |
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I don't believe that Agent J should have a Tricky personality. While that might ruin any synergy, if you wanted to go along with his theme. Maybe Bold or Boastful or something along those line. Not a necessity, it's just a nitpick. Other than that, this looks really good. |
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Whay about Brash as a personality?
The issue with a "Knockback" type ability is that in SuperHeroScape it works only with adjacent attacks, so it is easy to draw a line through the attacking figure through the defending figure and then X spaces in a straight line. On a ranged attack, there is no such easy straight line. I suppose you could let the opponent decide which straight line to use, but that is risky and can lead to much disagreement. |
Re: Heroes of Fiction: Design Thread
SirGalahad hit the nail on the head. I was a huge part of creating those Knockback rules and there was a lot of talk about how to handle ranged attacks. After much debate, we decided Knockback caused from a range was way too wordy if we wanted to capture every scenario.
Even with your version, you still need to mention leaving engagements, terrain effects and falling damage. Also, what does blocked by any terrain/obsticle mean? Does that refer to an increase in elevation? I think this ability will get way too wordy on a card. You might be able to fit it, but you'll probably have to sacrafice one, if not both, of the other abilities. For Neuralizer, do you want to restrict it to Unique Heroes, or is the intent for a group of squads to lose their turn if one gets neuralized? Also, does this version of Neuralizer fit the theme from the movies? They did't usually use it as a defense to an attack. I usually try to avoid Order Marker removal abilities, but in this case, it really seems to fit theme perfectly. The targeted figure is forced to forget his orders. TAUNT 10 After an opponent reveals an Order Marker for a figure within 3 clear sight spaces of Agent J, you may roll the 20-sided die. If you roll a 10 or higher, that opposing figure may only attack Agent J this turnAgent J is the only figure that can be attacked this turn. I changed the wording because in your version, you're implying that squads aren't effected by saying "figure". If you change it to "figures", you imply that it only effects squads. Therefore, I reworded the power slightly so Agent J is the focus. |
Re: Heroes of Fiction: Design Thread
Perhaps for Noisy Cricket you could do:
After using this attack, you must move Agent J 3 spaces. On the first move, you may pass over any figures, terrain, or obstacles with a height of 3 or less. On the second move you may pass over any figures, terrain, or obstacles with a height of 2 or less. On the last move you may only move over terrain with a height of 1 or less. Every move you take must leave Agent J one space further from the target than he was before he moved. If this is not possible do to a terrain or obstacle, roll 1 unblockable attack die for every space Agent J did not move away from the target. If you can not move because of another figure, roll an unblockable attack die for every space Agent J did not move away from the target, and place 1 wound on both figures for every skull rolled. Very wordy again, but it could be trimmed down to just moving him away 3 spaces from the target. Also, you might want to increase the attack to 6 for it, it seems more powerful than a 5 attack, and it has a chance to wound you. |
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I would see this as more of a special ability rather than a defensive ability. You know, a "Before taking a turn with Agent J you may..." kind of thing (I think that is what SirGalahad originally suggested). Just my :2cents: |
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Or what about being able to rearrange the unrevealed order markers? After all, those affected got an alternative memory, rather than forgetting things entirely. While possibly gamebreaking, it follows a bit more closely to the movie. |
Re: Heroes of Fiction: Design Thread
Instead of "remove" the OM, you could just "move" it to another opponent's card, like a toned down version of Reorganized Chaos from C3G Joker.
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Thanks for all the suggestions! I'll look them all over and post a revised version tomorrow. I would have done it today, but I've spent most of the day dealing with HVAC service and sales people. I just love signing papers saying I get the honor of paying $6000 for a new system! Oh joy!:roll: At least this week it's only low 90's instead of upper 90's like last week.
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Re: Heroes of Fiction: Design Thread
Sorry this wasn't up last night. It turned into Lego and Movie night with my youngest. Sometimes a dad has got to do what a dad has got to do.;)
Changed the Personality to Brash. That does fit Agent J better than tricky. I used Balantai's suggestion for Taunt. I've also adjusted Neuralyzer. It's no longer a defensive move - while I don't think the earlier version was unthematic, this version better represents the theme. I chose not to mess with order markers to avoid problems with squad figures. Now it's a move figures around on the battlefield. I took the knockback-style wording out of Noisy Cricket. While it would fit the theme, like someone (Balantai?) said, it would be too wordy to get it represented on the card. The other abilities are too important to lose. The Noisy Cricket was a powerful weapon and should probably be an area effect attack, but I thought it would make Agent J to expensive. Quote:
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I don't think there was a power setting on the Cricket. Maybe a greater chance of self-injury against an adjacent target? This would help balance out the power of the special and perhaps help Agent J's cost go up a few points less. Noisy Cricket Range 5. Attack 5. After attacking with Noisy Cricket Special Attack, roll 1 attack die or if the target was an adjacent figure, roll 2 attack dice. All skulls rolled count as unblockable hits on Agent J. (wording is a little wonky) Quote:
Thanks for the input! |
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After attacking with his Noisy Cricket Special Attack, Agent J must roll one unblockable attack die for himself. If the target was adjacent to Agent J, he must roll two unblockable attack dice. |
Re: Heroes of Fiction: Design Thread
Two things make me think that leaving it at a simple 1 unblockable attack die period would be best.
One, with only 4 life, you are already taking the risk of losing 1/4 of his overall life. The risk of losing 1/2 of his life with one shot would be too prohibitive I think. I probably would never use it. Secondly, I put this text on a card (the simple version)... Quote:
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Range 5. Attack 4+. After attacking with Noisy Cricket Special Attack, roll 1 unblockable attack die for every extra attack dice you rolled against the target. Agent J may never roll more than 8 attack dice for this ability. |
Re: Heroes of Fiction: Design Thread
Well, things from now on can't be too bad.
Here's a big thumbsup! :thumbsup: |
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Sorry. I've been unavailable due to having a sick 5 yr old. Is there an updated version available?
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Here's the latest. I had considered adjusting Noisy Cricket, but I think it's good.
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Looks good to me. Cost?
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I'm not a point's guy at all, but J seems a little shor to me. Maybe 125?
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You have a better than 50% chance of forcing an engaged opponent to choose between risking a leaving engagement attack (or more) to come and attack Agent J or not attack at all (unless they have Disengage).
That's worth at least a few points. |
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Not to mention, possibly getting one or more of your units out of a dangerous engagement with Neuralyzer.
I was thinking 130-140 as a starting point. |
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Should Neuralizer use the term "opponent's"?
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Perhaps there should be a clear sight requirement for all affected figures. If your vision was blocked, it didn't affect you. |
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