Here's the place to post your custom ideas for Heroes of Scape, Kaiyu's masterpiece of a RPG game!
Feel free to post custom item, power, scenario or even species/class ideas! I'll try to keep this as updated as I can, but not making any guarentees...
NOTE: This customs thread, or it's ideas are not supported or, as far as I know, known of by Kaiyu. Please use at your own risk, as many/all of these ideas have likely not been tested. Please report on the balance of anything you read in this thread.
Viegon
April 9th, 2011 10:08 AM
Re: Custom ideas for Heroes of Scape
Here are my giants (broken up for hopefully easer reading):
Power Attack 1:
Before rolling attack dice with
this figure, you may choose to
subtract 3 dice from this figure’s
Attack and add 1 automatic skull
to whatever is rolled.
Indomitable [2, 4]:
If this figure starts its turn
unengaged, add 1 to this figure’s
Move value this turn. If this
figure starts its turn engaged,
add [1, 2] to this figure’s Attack
value this turn.
Dying Swipe [1, 2]:
If this figure is attacked with a
normal attack by an opponent’s
figure and receives enough
wounds to be destroyed, roll
[3, 4] attack dice. One at a time,
for each skull rolled, you may
inflict 1 wound on any figure that
is adjacent to this figure. Figures
affected by Dying Swipe cannot
roll any defense dice and can
receive more than 1 wound each.
After using Dying Swipe, remove
this figure from the battlefield.
Surrounded Fury 1:
If this figure has two or more
opponent’s figures adjacent to it,
add 1 die to this figure’s attack.
Fearsome Height [2, 4]:
Small or medium figures
Attacked by this figure roll
[1, 2] less defense die.
Cleave 2: Attack -1
When this figure attacks an
adjacent figure, you may choose
one Squad figure that is also
adjacent to this figure. If the
defending figure receives any
wounds from this figure’s attack,
the chosen figure receives one
wound.
Knockback [1, 2, 3]
When a small or medium figure
rolls defense dice and is not
destroyed by a normal or special
attack from this figure,
immediately roll the 20‐sided
die. If you roll a [14, 12, 10] or
higher, you may Knockback the
figure by placing it on any empty
space within 2 clear sight spaces
of this figure. This space must be
on the same level as or lower
than its current location. A figure
moved but Knockback never
takes any leaving engagement
attacks. A non‐flying figure
moved lower by Knockback can
receive any falling damage that
may apply.
Reaching Strike [1, 2, 3]:
When attacking with this figure,
you may choose to subtract
[3, 2, 2] from this figure’s attack
number to add [2, 2, 3] to this
figure’s range number.
Fire Subclass Exclusive:
Double Attack [2, 4]: Attack [-2, ‐1]
When this figure attacks with a
normal attack, it may attack one
additional time.
Burning Grasp [2, 3]:
Instead of attacking with this
figure, you may choose 1
adjacent small or medium
figure and roll the 20-sided die.
If you roll a [13-17, 11-15] you
inflict 1 automatic wound. If
you roll a [18, 16] or higher
you inflict 2 automatic wounds.
Burning Grasp 4:
Instead of attacking with this
figure, you may choose 1
adjacent small, medium, or
large figure and roll the
20-sided die. If you roll a 11-15
you inflict 1 automatic wound.
If you roll 16 or higher you inflict
2 automatic wounds.
Frost Subclass Exclusive:
Battle Frenzy [2, 3]
After attacking with this figure
with a normal attack, roll the
20‐sided die. If you roll a
[16, 14] or higher, you may
attack again with this figure.
Defensive Powers:
Spoiler Alert!
Tough [2, 3]:
Defense [‐3, ‐2]
When this figure rolls defense
dice, add one automatic shield to
whatever is rolled.
Surrounded Defense [1, 2]:
If this figure has [3, 2] or more
opponent’s figures adjacent to it,
this figure adds 2 dice to this
figure’s Defense.
Giant’s Ignorance [1, 2]:
This figure rolls [2, 3] additional
defense die when attacked by
a small or medium figure. When
this figure receives a wound
from a small or medium figure,
place one additional wound
marker on its army card.
Fortitude [1, 3]:
Add 1 die to this figure’s defense
for every [2, 1] wound marker(s)
on this figure’s Army Card up to a maximum +3.
Melee Defense [1, 2]:
This figure rolls [1, 2] additional
defense die when defending
against an adjacent normal attack.
Fire Subclass Exclusive:
Territorial Strength (Fire) 1:
When this figure is on a molten
lava tile or lava field tile, add 1
to its attack and defense.
Frost Subclass Exclusive:
Territorial Strength (Ice) 1:
When this figure is on an ice or
snow tile, add 1 to its attack
and defense.
Support Powers:
Spoiler Alert!
Combat Challenge 1: Cannot be used with “Draw Fire”
If an opponent's figure that is
adjacent to this figure attacks
with a normal or special attack, it
must target this figure.
Draw Fire 1: Cannot be used with “Combat Challenge”
When an opponent’s figure
attacks an adjacent friendly
figure with a normal or special
non‐adjacent attack, this figure
may roll defense dice instead of
the friendly figure and receive
any resulting wounds. The
opponent’s figure does not need
a clear line of sight of this figure
to use Draw Fire.
Share the Pain 1:Life +1
When an adjacent friendly Hero
figure receives 1 or more
wounds, before placing any
wound markers on the Hero’s
Army Card, you may place any
number of wounds on this
figure’s Army Card instead. Any
wounds placed on this figure’s
Army Card are not placed on the
friendly figure’s Army Card.
Earth Subclass Exclusive:
Carry [1, 2, 3]:
Before moving this figure,
choose [1, 2, 3] unengaged
friendly small or medium figure(s)
adjacent to this figure. After
you move this figure, place all
chosen figures adjacent to this
figure.
Toss 1: Requires “Carry”
After moving this figure and
instead of placing carried figures
normally, you may choose to
place carried figures on any empty
tile within two clear site spaces
of this figure that is no more than
15 levels above this figure’s base.
If a figure is tossed onto a tile that
is even with or lower then this
figure’s base you must roll one
combat die. If you roll a skull the
tossed figure receives one wound.
Utility:
Spoiler Alert!
Trample Stomp [3, 5]:
At any point while moving, this
figure may choose a small or
medium figure that is adjacent,
on the same level, and on a space
where this figure may end its
movement. Roll the 20-sided die.
If you roll a 1-7, the figure is safe
and this figure’s movement ends.
If you roll a [12, 8] or higher, the
chosen figure receives one wound.
If the wound destroys the figure,
move this figure onto the space
that figure occupied, and you
may continue this figure’s
movement. If the chosen figure is
not destroyed, this figure’s
movement ends. This figure must
be on a space where it can end
its movement each time it uses
this power.
Huge Advantage [1, 2, 3]:
Small or medium figures whose
base is [1, 2, 3] level(s) higher
than this figure’s base do not
gain height advantage bonuses.
Long Legs 1:
This figure does not end its
movement when entering a water space.
Overextended Attack 1:
After taking a turn with this
figure you may place a wound on
this figure’s Army Card and take
another turn. This power may
only be used once per round.
Berserker Charge [1, 3]:
After moving roll the 20‐sided
die. If you roll a [15, 13] or higher you
may move again.
Long Stride [1, 2]:
When moving with this figure,
ignore elevation changes of
[1, 2] levels or less.
Wild Disengagement 1:
When this figure receives a
wound from a leaving engagement
attack, immediately roll the
20-sided die. If you roll a 5 or
higher, ignore any wounds from
that leaving engagement attack.
Earth Subclass Exclusive:
Throw [2, 3, 5]
After moving and before
attacking, choose one small or
medium non‐flying figure
adjacent to this figure. Roll
the 20‐sided die. If you roll a
[14, 12, 10] or higher, you may
throw the figure by placing it
on any empty space within 4
spaces of this figure. The figure
must land within clear sight
of this figure. After the figure
is placed, roll the 20‐sided die
for throwing damage. If you
roll an [11, 11, 9] or higher,
the thrown figure receives
2 wounds. If the figure is
thrown onto a level higher
than the height of this figure or
onto water, do not roll for
throwing damage. The thrown
figure does not take any leaving
engagement attacks.
Frost Subclass Exclusive:
Freezing Touch [1, 2, 3]:
After moving and before attacking,
you may choose one small or
medium figure adjacent to this
figure and roll the 20-sided die.
If you roll a [16, 14, 14] or higher,
remove [1, 1, 2] order marker(s)
at random from the chosen
figure’s army card.
Cold Healing 2:
After taking a turn with this
figure, if it is on a snow or
ice space, remove one
wound marker from its army card.
Special Attacks:
Spoiler Alert!
Sweeping Swing Special Attack
[1, 3, 5]:
Range 1. Attack [4, 5, 6]
Choose a figure to attack. Any
figures adjacent to both this
figure and the chosen figure are
also affected by Sweeping Swing
Special Attack. Roll attack dice
once for all affected figures. Each
figure rolls defense dice
separately.
Blood Hungry Special Attack [1,
2]:
Range 1. Attack [3, 4]
If at least 1 wound is inflicted
with Blood Hungry Special
Attack, this figure may attack
again with Blood Hungry Special
Attack. This figure may continue
attacking with Blood Hungry
Special Attack until it fails to
inflict a wound.
Pound Special Attack [1, 2, 3]:
Range 1. Attack [3, 4, 5]
If this figure inflicts one or more
wounds to a unique hero with
Pound Special Attack, you may
roll the 20-sided die. If you roll
a 15 or higher, remove all
order markers from the
wounded hero’s army card.
Earth Subclass Exclusive:
Wild Swing Special Attack [1, 3]
Range 1. Attack [3, 4]
Choose a figure to attack. All
figures adjacent to the chosen
figure are also affected by Wild
Swing Special Attack. Roll attack
dice one for all affected figures.
Each figure rolls defense dice
separately. This figure is never
affected by its own Wild Swing
Special Attack.
Fire Subclass Exclusive:
Fire Breath Special Attack 1:
Range special. Attack 4
Choose a tile adjacent to this
figure, you may also choose two
other adjacent tiles that are
adjacent to the chosen tile
(i.e. triangle shape) and that are
no more than five levels higher
or lower than the chosen tile.
All figures on the chosen tiles
are affected by this figure’s Fire
Breath Special Attack. Roll attack
dice once for all affected figures,
defending figures roll defense
die separately.
Frost Subclass Exclusive:
Icy Breath Special Attack [1, 3]:
Range [3, 4]. Attack 3.
Figures attacked with Icy
Breath Special Attack roll [1, 2]
less defense die.
Please comment/criticize.
Killz
April 12th, 2011 01:57 PM
Re: Custom ideas for Heroes of Scape
Hey, I was thinking, maybe we should add a Water school of Magic? They could be well rounded between offense and defense. I think I'll try and work on it.
But then, there are no real water mages in Heroscape, so I would not know what race can use them.
So yeah, I'll try.
Utger man
April 13th, 2011 02:07 PM
Re: Custom ideas for Heroes of Scape
I think Warrior class needs to go up to level 4
Because people should be allowed to have a Drow Warrior, or an Elf Warrior for they're entire time. Not switch to Arachnomancer, or Ranger.
Viegon
April 17th, 2011 03:49 PM
Re: Custom ideas for Heroes of Scape
Here's my next Heroes of 'Scape idea, it's a rough draft for Elementars (Granite Guardians & Obsidan Guards):
NOTE: All Obsidian subclass special powers require “Water Weakness”.
Obsidian Subclass Exclusive:
Water Weakness 0:
When this figure is on a water space it rolls 2 less defense die.
Granite Subclass Exclusive:
Gain High Ground [0, 1, 3]
After taking a turn with this figure,
you may move this figure up to [1, 1, 2] space(s).
This space(s) may be up to [3, 4, 5] levels higher.
Offensive Powers:
Spoiler Alert!
Deadly Strike 2: Attack ‐2
When rolling attack dice for this
figure with a normal attack, all
skulls rolled count for one
additional hit.
Double Attack 2: Attack ‐1
When this figure attacks with a
normal attack, it may attack one
additional time.
Power Attack 1:
Before rolling attack dice with
this figure, you may choose to
subtract 3 dice from this figures
Attack and add 1 automatic skull
to whatever is rolled.
Hard Punch 2:
When this figure inflicts a wound
to an adjacent hero with its
normal attack, you may place one
additional unblockable wound on
the wounded figure’s army card.
Obsidian Subclass Exclusive:
Lava Throw [1, 2]:
When this figure is on a molten lava
space it may add [3, 5] to its range.
Molten Wave [1, 2]:
Instead of attacking with this figure
normally, you may choose to use Molten
Wave. To use Molten Wave, roll the 20-sided
die once for each figure adjacent to this figure,
one at a time. If you roll a [11, 9] or higher the
chosen figure receives 1 wound. Molten Wave
can only be used while on a Lava field tile or
Molten Lava tile. Figures with the
Lava Resistant special power are
not affected by Molten Wave
Burning Skin 1:
At the end of every round you must roll
1 combat die once for each figure adjacent
to this figure. If you roll a skull the chosen
figure receives 1 wound. Figures with the
Lava Resistant special power are
not affected by Burning Skin.
Territorial Protector 1:
When an opponent’s figure that is within
5 clear sight spaces inflicts a wound while
on a lava field tile or a molten lava tile, after
that figure’s turn is ended, you may, if possible,
move this figure adjacent to the opponent’s
figure and attack with a normal attack.
Granite Subclass Exclusive:
Rock Throw [1, 2, 3]:
If this figure has a height advantage on an
opponent’s figure, it may add [2, 3, 4] to its
range when attacking that figure.
Landslide [1, 2]:
When this figure has height advantage on
an adjacent opponent’s figure, it may add
[1, 2] additional die to its attack number
when attacking that figure.
Defensive Powers:
Spoiler Alert!
Rock Skin 2: Defense -1
When this figure is attacked with
an adjacent normal attack, add
one automatic shield to whatever is rolled.
Dauntless Will 4:
When this figure receives only one
wound from a normal attack, ignore that wound.
Elemental Form 1:
This figure rolls two additional defense die
against special attacks.
Undaunted Retaliation [1, 2, 3]:
After this figure rolls defense die against
an adjacent normal attack, if this figure is
not destroyed, you may roll the 20-sided die.
If you roll a [14, 12, 10] or higher, you may
immediately attack the attacking figure with
a normal attack.
Support Powers:
Spoiler Alert!
Combat Challenge 1:
If an opponent's figure that is
adjacent to this figure attacks
with a normal or special attack, it
must target this figure.
Guardian Protector [1, 2]:
All friendly small or medium figures
adjacent to this figure roll [1, 2]
additional defense die.
Share the Pain 1:Life +1
When an adjacent friendly Hero
figure receives 1 or more
wounds, before placing any
wound markers on the Hero’s
Army Card, you may place any
number of wounds on this
figure’s Army Card instead. Any
wounds placed on this figure’s
Army Card are not placed on the
friendly figure’s Army Card.
Melee Lock Down 2:
All small or medium opponents’
figures that enter or occupy a
space adjacent to this figure may
not move. Figures affected by
Melee Lock Down cannot be
moved by any special power on
an Army Card or Glyph.
Protector 2:
After an adjacent small or
medium friendly figure is
attacked by an opponent’s figure
that is also adjacent to this
figure, you may immediately
attack the opponent’s figure with
a normal attack.
Obsidian Subclass Exclusive:
Absorb Heat 1:
All friendly figures adjacent to this
figure never roll for lava field damage.
Burning Aura 1:
All friendly figures within four clear sight
spaces that have the Lava Resistant
special ability add 1 to their attack die.
Utility:
Spoiler Alert!
Constant Lumber [2, 3]: Move -1
When an order marker is revealed on
an army card that has at least one
figure within [6, 8] clear sight spaces
of this figure, before taking a turn with
any figure or activating any special
power on that army card, you may first
move this figure 1 space. Constant Lumber
cannot be used when the X order marker
is revealed or when an order marker is
revealed on this army card.
Material Meld [1, 2, 3]
After taking a turn with this
figure, you may roll the 20‐sided
die. If you roll an [12, 10, 8] or
higher, you may remove 1
wound marker from this figure’s
Army Card.
Defy Death 1:
If this figure is destroyed, before
removing this figure from the
battlefield, roll the 20‐sided die.
If you roll a 15 or higher, this
figure is not destroyed.
Fearless Advantage 1:
This figure roll one additional
attack die and one additional
defense die against large or huge
figures.
Special Attacks:
Spoiler Alert!
Obsidian Subclass Exclusive:
Flame Toss SA [1, 2, 4]
Range [5, 6, 6]. Attack [3, 3, 4].
Choose a figure to attack. All
figures adjacent to the chosen
figure are also affected by Flame
Toss Special Attack. Roll attack
dice once for all affected figures.
All affected figures roll defense
dice separately. Figures with the
Lava Resistant special power are
not affected by Flame Toss
Special Attack.
Granite Subclass Exclusive:
Stationary Strike SA [2, 3]:
Range 1. Attack [6, 7].
Stationary Strike Special Attack can
only be used if this figure did not
move this turn.
Summon:
Spoiler Alert!
Obsidian Subclass Exclusive:
Obsidian Brethren [2, 4]:
At the start of the game place
[3, 6] Obsidian Guards in this
figures starting zone.
Granite Subclass Exclusive:
Granite Guardians [3, 6]:
At the start of the game place
[3, 6] Granite Guardians in this
figure’s starting zone.
Therion
April 18th, 2011 06:17 PM
Re: Custom ideas for Heroes of Scape
With just a quick look, the life on the Elementars looks too low, what with the Knight 1 getting those same base stats but with 2 more life.
Also, the Obsidian looks underpowered. How about +1 attack in addition to Lava Resistant? That way a first level Hero has the same Move/Attack/Defense as either of the Guardians.
Killz
April 19th, 2011 11:46 AM
Re: Custom ideas for Heroes of Scape
Quote:
Originally Posted by Therion
(Post 1387583)
With just a quick look, the life on the Elementars looks too low, what with the Knight 1 getting those same base stats but with 2 more life.
Also, the Obsidian looks underpowered. How about +1 attack in addition to Lava Resistant? That way a first level Hero has the same Move/Attack/Defense as either of the Guardians.
That sounds good, and yeah, I think their life is to little. Maybe just 1 more?
Kaiser Cat
April 19th, 2011 01:40 PM
Re: Custom ideas for Heroes of Scape
I'm loving the Elementars, Veigon
Also, I'm going to try and make some custom bosses for the end of dungeons.
Viegon
April 19th, 2011 02:11 PM
Re: Custom ideas for Heroes of Scape
Thanks for the suggestions/encouragement guys, I'll look at updating them soon. So if anyone else has got some suggestions for them, post them so I can gather them all together and only have to update once (for now at least).
Therion
April 19th, 2011 07:30 PM
Re: Custom ideas for Heroes of Scape
A couple more things. You should allow elevation changes with Constant Lumber, and perhaps allow an Absorb Heat that offers Lava Resistance.
Also, Material Meld looks a little strong, considering the defensive powers available. Perhaps raise the roll, and offer a bonus if the character is on a lava/stone space? Or make a really low roll for them, but only allow it on certain terrain.
Killz
April 21st, 2011 02:52 PM
Well...
Well, here is is. Sorry it took so long.
Spoiler Alert!
HYDROMANCY SCHOOL OF MAGIC
Life +1, Attack -1
Eladrin, Elf, Human
Note:Figures with the Lava
Resistant Special Power or Lava Walker
special power add 1 automatic
shield to their defense when being attacked
with a Special Attack from the Hydromancy School .
Offensive Powers:
Spoiler Alert!
Flash Freeze [2,3]
After moving and instead of attacking,
you may us Flash Freeze. One at a
time, roll the 20-sided die for
each figure within 2 clear sight
spaces of this figure. If you roll a
[14,11] that figure recieves 1 wound,
and place 1 frozen marker on that
figures card. Figures that have a frozen
marker have a move value of 2. After
taking a turn with a figure that has
a frozen marker, remove 1 frozen marker.
Forced Drown 3
After moving and instead of attacking,
you may choose 1 figure that is
within 6 clear sight spaces of this
figure. If it is a squad figure, and
you roll a 8 or higher, destroy it.
If it is a hero figure, roll the
20-sided die, if you roll a 16 or
higher, destroy that figure.
The chosen Figure must be on a
water space in order to use this
power.
Water strike 1Requires "Magic Arrow" special power.
Range +1 Attack -1
Add 2 to this figures attack vallue
when it is on a water space.
Defensive Powers
Spoiler Alert!
Ice tomb 2
If this figure ends its movement
on a water or ice space, you may
activate Ice Tomb. For the
remainder of this round, Whenever
you roll defense dice, allways add
2 automatic sheilds to whatever you
roll. Until the end of the round,
this figure has a move value of 0,
and Cannot be moved by any special
power on any army card or glyph.
Aqua Vanish [2,3,4] Requires "Water Tunnel"
If this figure is on a water tile,
when it is attacked and at least
one skull is rolled, roll the 20‐
sided dice. If you roll a [15, 14,
12] or higher, ignore all wounds
and this figure may use its Water
Tunnel special power. You must be
able to use Water Tunnel in order
to Aqua Vanish.
Support
Spoiler Alert!
Ocean Strider Aura 1: Requires "Water Mastery"
Special Power.
All friendly figures within 4 clear
sight spaces never stop their movement
when entering water spaces
Aqua Healing [1,2,3]
After moving and before
attacking, you may roll
the 20-sided die. If you roll a
[12, 10, 8] or higher, remove 1
wound marker from this figures
Army Card. This figure must be on
or adjacent to a tile to use this power
Utility
Spoiler Alert!
Earth to water [2, 3, 4]:
This figure starts each game with
up to [2, 4, 6] water tiles on its
Army Card. If this figure ends its
turn on an empty space, you
may place a water tile from its
Army Card onto the space it
occupies if the water tile fits
normally onto that space.
Water Mastery [1,2,3]:
This figure does not have to
stop its movement upon entering
water spaces. While this figure
is on a water space, add [0,0,1]
to its Attack and [0,1,2] to its
Defense.
Water Tunnel 2
If this figure ends its normal
movement on a water space, you
may immediately place it on any
empty, same-level water space
within 5 spaces. If this figure
is engaged when it starts its
Water Tunnel, it will not take
any leaving engagement attacks.
Summon
Spoiler Alert!
Summon Water Elemental [2,4,6]
After moving and before attacking
with this figure, you may roll the
20-sided die. If you roll an 11 or
higher, you may, if possible,
place one Water Elemental on an
Water tile within 3 clear sight
spaces of this figure.This Water
Elemental is now under your
control. You may only have up to
[3,6,9] Water Elementals,under your
control at one time.
Special Attacks
Spoiler Alert!
Tidal Wave SA 4
Range special, Attack 5
Choose 5 spaces in a straight
line. All figures on those
spaces, and those on adjacent
spaces, who are in line of sight
are affected by Tidal Wave Special
Attack. Roll 4 attack dice once
for all affected figures. Affected
figures roll defense dice
separately. This figure must be
on a water space to use this power.
This power can only be used 3 times
per game.
Extreme Pressure SA [1,3]
Range 5 Attack [2,3]
When this figure attacks with
Extreme Pressure SA, you may
attack 2 additional times. If
you attack a figure you have
already attacked this turn,
it rolls 1 less defense for
every consecutive attack.
I was originally going to make figures with Lava resistance roll less defense, but then I noticed that the Fire wizards only have 2 defense, and would be rolling only 1. I have always thought that fire has a slight advantage over water on first contact, because when water collides with the fire, it evaporates for a bit. So I thought that in this case, it would make sense for them to have a little boost.
Let me know what you think, if you think they are OP, Nerfed, are just right.
~Killz
Kaiyu
April 21st, 2011 05:21 PM
Re: Custom ideas for Heroes of Scape
Good idea on this thread Kaemon, thanks for the help, and thank you everyone for putting forth your ideas and trying to keep HoS going.
EDIT: Btw, even though I'm back (I think) I still like the idea of this thread. I'll post a link to this thread in the OP in my main thread.
For now, I'm just going to take time to read through everything people have posted and I'll get back to replying to what you've posted in due time.
Quote:
Originally Posted by Utger man
(Post 1384640)
I think Warrior class needs to go up to level 4
Because people should be allowed to have a Drow Warrior, or an Elf Warrior for they're entire time. Not switch to Arachnomancer, or Ranger.
The reason Warrior Class stops at level 2 is because the Elf Ranger and the Drow Arachnomancer (mostly in Spider Form) carry over abilities that the Warrior has/would have. They're the same thing, just with a different name slapped onto it, and some bonus abilities to go with. Forcing you to switch is only for the sake of theme.