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Marvel Discussion General discussion, units, rules & FAQs specific to Marvel HS |
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#37
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I've done a bunch of JLAers, Lex Luthor, and a lot of Batman's rogues. Problem is, I don't know how to make the snazzy looking cards, and without pictures, posting a bunch of stats and special powers feels kind of lame ...
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#38
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Of course, then again, maybe if I do post the stats and specials, and anyone likes any of them, they can help me figure out how to make cards ... Anyway, in keeping with what we've seen of the Iron Man card and the other cards, I've tried to use old powers where I thought they fit and new ones where I thought they could really add thematically to the game. I'm quite open to suggestions about point value, stats, specials and special wording, etc.
For now, at least, I'm not going to transcribe the wording for powers that are the same as the ones already in use in the game. I'll post some now and add more as I go ... Superman Unique Hero Kryptonian Champion Valiant Medium 5 Flight X-Ray Vision: Superman’s LOS is never blocked. Heat Vision Special Attack: Attack 3 Range 6 May be performed instead of regular attack. Life 8 Move 7 Range 1 Attack 6 Defend 6 300 pts. Lex Luthor Unique Hero Human Crimelord Genius Medium 5 Charisma Unless an attacking figure first rolls 11 or higher on a D20, Lex is too charming to attack. Crime Syndicate Add 1 move and 1 defend dice to all other crimelords under your control. Kryptonite Add 8 attack dice when attacking Superman Life 4 Move 5 Range 1 Attack 2 Defend 2 110 pts. Batman Unique Hero Human Vigilante Genius Medium 5 Batline See “Grapple Gun 25” Counterstrike “I Am the Night” See “Stealth Dodge” Bat-a-range Special Attack Range 4 Attack 2. Roll attack dice once. All enemy figures within 4 clear spaces must defend separately. Life 4 Move 5 Range 1 Attack 4 Defend 3 150 pts. Joker Unique Hero Human Crimelord Insane Medium 5 Toxic Skin Insanity Joker cannot be mindshackled or hatshackled Laughing Gas Special Attack Range 4 Attack 2 Affects all figures within 4 clear spaces. Figures defend separately. Life 4 Move 5 Range 1 Attack 3 Defend 3 110 pts. Mad Hatter Hatshackle (like Mindshackle, but 10 or higher, broken by roll of 15 or higher on opponent's turn. Any hat zombies are also moved on Mad Hatter's turn.)* Life 4 Move 5 Range 1 Attack 2 Defend 2 90 pts. *haven't decided the best way to word this yet Wonder Woman Unique Hero Amazon Princess Valiant Medium 5 Amazonian Speed See “Thorian Speed” Swimmer Wonder Woman may move up to 2 spaces at a time on water. Truth Lasso After moving, before attacking, a roll of 10 or higher on the D20 and Wonder Woman can reveal the turn makers on any one adjacent figure’s card. Golden Bracelet Counterstrike When rolling defense dice against a special attack from a non adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. Flash (Wally West) Unique Hero Human Superspeedster Tricky Medium 5 Triple Attack When Flash attacks once, he may attack two additional times. 2 Quick 2 Hit One shield blocks all skulls from all attacks. Molecular Instability Flash may pass through any figures without becoming engaged. Once per turn, any figures he passes through must roll 1 attack die and take any resulting damage. Speed Force On turns he does not attack, Flash may add 4 spaces to his move. Life 4 Move 7 Range 1 Attack 3 Defend 2 220 pts. Green Lantern (Kyle Rayner) Unique Hero Human Powerhouse Heroic Medium 5 Flight Cyberclaw Powerblast Special Attack Range 7 Attack 1-6 Replaces regular attack. Roll D20 before attacking. 1-4 one attack dice 5-8 two attack dice 9-12 three attack dice 13-17 four attack dice 18-19 five attack dice 20 six attack dice Life 5 Human Life 5 Move 6 Range 1 Attack 4 Defend 4 220 pts. I have a bunch more and want to do a Cheetah, Parallax, and Mirror Master at least to compliment the main heroes here. I'd like to figure out a good villian for the Martian Manhunter I have in the works too. Solomon Grundy maybe? Or the Ultra Humanite? |
#39
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I have some suggestions if you're interested (in bold below)
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#40
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Quote:
"Just let the dirt shower over you" - Brennan Huff "Do Good, Avoid Evil" - Charles N. Mahlman Check out my Custom Cards Check out my blog: http://docsavagetales.blogspot.com/ |
#41
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I have some superheroes I tinkered with a while back. I gave it up when I heard about Marvelscape, but maybe I'll post some of them if I get the chance and see what kind of feedback I can get.
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#42
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Thanks for the suggestions/critique, Levi! I'd forgotten to add Green Lanter's stats, but they're up now. I think you're right that I should try to trim powers down to 3, it's just so darn hard to choose when you know the characters are capable of so many cool things and want to fully represent them. Oh, and the reason I had Wonder Woman's bracelet power affect special attacks was that she already had Thorian Speed.
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#44
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I never was a DC fan. But DC has a savior...his name is LOBO!!! The Main Man!!!
LOBO Life 3 Move 5 Range 6 Attack 5 Defense 7 Points: 300 Creds! Bastich Immortality When Lobo dies, he goes straight to hell. Then he gets rejected in hell for fraggin everybody. So he goes to heaven and starts fraggin everyone. And eventually Lobo is sent back to life for being a pain. Roll 20 sided die every end of a round that Lobo is dead. If you roll 13 or higher put Lobo back where he died, if there is a figure occupying that spot, Lobo automatically frags that bastich figure (friend of foe, it doesn’t matter to the Main Man). Fraggin Hook Special attack. Choose target, medium or small figure, in a range of 5. Roll 20 sided, if you roll 12 or higher, Lobo hooks that figure and hurls it adjacent to him. The Main Man then proceeds to frag the geekwad figure with his hook and fist. Attack 8 for Lobo and defense -1 for the poor bastich. The Main Man Comparing Wolverine's healing power to Lobo's super healing & regenerating power is like comparing Tarn Viking's Berserker's Charge to Jotun's normal attack. To prove this, instead of rolling 7 for defense, roll only 3...but dont use the blue dice, use the red ones (count the skulls only if your using 2nd ed. dice)! For every skull you roll, Lobo gets to heal 2 wounds!!! |
#45
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I like Wally West. I think his Move should be higher than anyone's in the normal game, IMHO. Since Move 8 is owned be serveral figures, I suggest Move 12 for him. The Ninja Disappear power is a great way to emulate his speed as well. Triple attack at 2 is great, but I would also give him First Strike (when he slams into someone).
How About Flash Life 4 Move 12 Range 1 Attack 3 Defense 4 Lightning Speed Whenever Flash would take a wound from a normal or special attack or would be destroyed by a special power on any army card or glyph, roll a 20-sided die. If you roll 1-10, roll defense normally. If you roll 11-20, Flash takes no wounds. You may move Flash up to 6 spaces. The space must be clear. If no such space is available, you may not use Lightning Speed. Ricochet Special Attack 2 Range 1 When Flash uses his Ricochet Special Attack, if you roll at least one skull you may take another turn with Flash. You need not use Ricochet Special Attack again on that turn. Fastest Man Alive Ghost Walk plus Disengage |
#46
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D.C. got jipped by heroscape but marvel is better than D.C any way
The mans soul may live for the body, but the Machine within always controls. WAHAHAHAHA! |
#47
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True that. Marvel is also so popular that the writers made Wolverine beat Lobo in a crossover. Its stupid. I love Marvel but I dont like it when they reduce the Main Man to an insignificant punching bag.
LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! LOBO!LOBO! |
#48
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Re: But what about DC?
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