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Comic Hero Custom Creations Any comic book customs and the discussions surrounding them |
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#25
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Re: Xn's Super Customs - Strong Guy and High Evolutionary up
So I have a couple updates for Strong Guy and the High Evolutionary. The point costs of both units are in parentheses because they're not final yet.
I've cleaned up Strong Guy a bit removing the clunkiness in his Kinetic Absorption power and also incorporating his need to discharge energy. I went with Guard for his class because neither of the other options (adventurer and investigator) seemed more appropriate. I also like that you have the option of giving him six move if you draft Warden 816. Kinetic Absorption has the potential to really hurt you and being able to get him up to six move should be a big help. With the High Evolutionary, I had to remove his Initiative modifying ability to get the text to fit on the card without being microscopic. So his Order Marker manipulating ability had to change to accommodate that. By special request, I've also done a comic art version. Currently on deck: Bishop I don't need no instructions to know how to rock.
Last edited by Xn F M; May 30th, 2010 at 03:55 PM. |
#26
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Re: Xn's Super Customs - Strong Guy and High Evolutionary up
I'm confused by High Evolutionary's Special Attack. Can you only use it once (per living/resurrection) ?
Master Tang's Comic Customs Most Recent Custom: 7/10 Hand Ninja & Karate Kid Master Tang's Comics & Gaming Blog Update 7/30 MASTER TANG - An Honored Ally of C3G |
#27
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Re: Xn's Super Customs - Strong Guy and High Evolutionary up
1. "Matter" should be capitalized in the first power's name.
2. I am not sure the title of the power matches the function of the power. I might consider re-naming it. 3. In the special attack, there should be a period after the 5 and the 6. In general, if I am reading the card right, he can only use his special attack once, and only after he has been resurrected. That seems pretty rare to me, so if you are going to keep that mechanic, I would suggest it be a much stronger power than just rolling two fewer defense dice. Maybe use an auto-kill ability or something. 4. For his Reconstruction ability, you should probably use the wording that is on Thanos' card since the ability is the same (minus the marker part, which I would think can be instituted to the Thanos wording very easily). |
#28
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Re: Xn's Super Customs - Strong Guy and High Evolutionary up
Thanks guys, I think I accidentally deleted the text stating that HE starts with an order marker when I removed his initiative ability (or it may have never been there, it was supposed to though).
@ Master Tang, the special attack is supposed to be usable once per "spawn." @ Badger, you're totally right about re-arrange matter, I'll switch it with Unlimited Intellect now that I'm not using that name of the initiative ability. The DE is supposed to be usable before he dies as well, I'll fix that in a bit. If you guys can't tell, I'm really bad a proofreading my own stuff. I've just noticed a couple problems with the Evolution Marker, as you both pointed out, the card doesn't say that you start with one when you're supposed to, and two, it doesn't say that you're limited to one marker. Hopefully I can fix that without going back to microscopic text when I revise him tonight. Thanks for the comments! I don't need no instructions to know how to rock.
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#29
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Re: Xn's Super Customs - Strong Guy and High Evolutionary up
Alright, I've made updates to Strong Guy and High Evolutionary. The only change on Strong Guy is that I've fixed the formating of his special attack.
I've clarified the issues with High Evolutionary's special attack and the Evolution Marker. I've also fixed a couple little issues here and there that I noticed while going over the card. I changed Re-Arrange Matter's name to Unlimited Intellect and modified the ability so that you can re-arrange any player's Order Markers (it made more sense to be able to manipulate your own OMs if it's called Unlimited Intellect). I took a look at Thanos's card and the only differences between the two are the timing (Thanos rolls each turn, and HE rolls each round) and the marker. I want to keep HE's spawn tied to the beginning of the round, I think it's more thematic that way. I've also come up a draft for Bishop . Bishop's powers function similarly to Strong Guy's which is why I decided to go with absorbtion counters for him as well. I've also incorporated a variation of the C3G Power Battery power to reflect Bishop's ability to use stored energy to improve his physical abilities. On Deck: Galactus Zombie Wolverine I don't need no instructions to know how to rock.
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#30
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Re: Xn's Super Customs - revisions and Bishop 5/30
Bishop seems cool. There is only a few minor tweaks. Is there a limit to the amount of markers? For Energy Battery I think the last part would be better as for a "adjacent normal attack". Other than that it looks pretty solid, I'm not sure about a point cost.
Master Tang's Comic Customs Most Recent Custom: 7/10 Hand Ninja & Karate Kid Master Tang's Comics & Gaming Blog Update 7/30 MASTER TANG - An Honored Ally of C3G |
#31
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Re: Xn's Super Customs - revisions and Bishop 5/30
Quote:
Edit: Bishop should be fixed now. I don't need no instructions to know how to rock.
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#32
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Re: Xn's Super Customs - revisions and Bishop 5/30
Nice job on HE, he looks good. Any chance for a comic art version?
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#33
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Re: Xn's Super Customs - revisions and Bishop 5/30
Quote:
For what it's worth, I will be adding backgrounds to the mini versions of my customs. I just haven't put the effort into finding good ones yet. I don't need no instructions to know how to rock.
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#34
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Re: Xn's Super Customs - Galactus Zombie Wolverine! 6/9
I lifted the C3G's Adamantium Claws ability because it's probably the best implementation of Wolverine's adamantium that I've seen, and I want my custom to be compatable with the C3G customs. I tweaked Cosmic Force Blast into something more suitable to Wolverine's personality. Wolverine has a 28% chance to remove at least one OM (assume he wounds twice) and a 2.25% chance to remove two OM, again assuming he gets the wounds. You have the option of one big attack with the adamantium claws benefit, or two attacks with the rage. I'm estimating his point cost at 330, though at this point, that's almost purely a guess. Edit: I've made a little update, I've reduced the attack dice on Wolvie's special attack to four. After consulting Sisyphus's probability tables and attack of four makes it right about as effective as I think I want it to be. I don't need no instructions to know how to rock.
Last edited by Xn F M; June 10th, 2010 at 09:16 PM. |
#36
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Re: Xn's Super Customs - Kraven the Hunter 6/16
I like the Hunting Grounds and Trophy Hunter powers - very creative. I also like his overall power level, it's pretty much where I picture the character myself. The wording on Hunting Grounds could use some cleaning up, though. Here's a suggested wording:
Hunting Grounds Before the game begins, all glyphs that may legally be placed symbol side up are placed symbol side up. Whenever an opponent's figure moves onto a symbol side up glyph, roll the 20-sided die. If you roll a 1-12, the opponent's figure recieves one wound and the glyph remains symbol side up. If you roll a 13 or higher, nothing happens. |
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