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Comic Hero Custom Creations Any comic book customs and the discussions surrounding them |
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#685
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
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Perhaps something to simulate the incredible bone-breaking properties of Nunchaku, maybe blanks count as skulls, or the Defender rolls 1 less die... something. Quote:
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#686
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
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#687
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
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I'd have to re-read my collection of early TMNT issues to say for sure, but I don't think Mikey ever actually says Cowabunga - I'm fairly certain that was an invention of the original cartoon. Skimming through issue #4 online, Raphael actually says "Kreegah Bundolo!" as he swings from one roof to another. That said, if I remember correctly he wasn't all that well fleshed-out in those early days, so it's hard to differentiate him based solely on that reference material. On the other hand, the 'Cowabunga!' catchphrase is just so inextricably linked to him as a character that it seems like a crime NOT to incorporate it somehow. EDIT: Just found this interesting entry on 'Turtlepedia': http://turtlepedia.wikia.com/wiki/Co..._(catchphrase) Definitely originated in the cartoon. |
#688
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
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Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
#689
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
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I'm going ahead with a "Cowabunga!" special ability that basically gets his allies fired up [basically an attack aura]. At least for now. I can't seem to find much thematic material to differentiate Mike in those early issues, so I'm going with something that everyone can relate to. |
#690
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
I remember Mike being the best fighter in the early Mirage issues.
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#691
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
For wording inspiration this is from C3G's Bug....
COMBAT DEXTERITY Bug may attack with his normal attack up to 2 times at any point before, during, or after his normal move as long as he is on a space where he could end his movement. Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
#692
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
I would probably swap Leo's double attack with Don's whirlwind strike. We see in the mirage comics Leonardo taking on a tonne of foot by himself before being thrown the the window at Christmas. Don was never big at combat output. That would place Leo at a slightly higher point cost than Don.
An ability where Mile could attack at any point during his move would be cool as he is quite agile in the comics. But these are yours Garada, therefore you have to do what you are comfortable with. I think their simplicity is excellent. Awesome work. "Hi Ho, what new devilry is this?" - this may have been said if Kermit the Frog and Boromir were combined and set loose upon the world... probably not though. |
#693
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
Finished my first pass at Michelangelo:
I decided to go ahead and pull 'Cowabunga!' from the cartoon - he need something thematic, and an inspirational catchphrase to get other friendly Mutant Ninja inspired to kick butt seemed like just the thing. I liked japes' suggestion of a move/attack/move/attack thing, so I went with a version of that. Dropped his Atk down to 3 but let him Attack 3 times per turn. Not sure if the 'Blanks as Skulls' thing is too much, but with only 3 Attack dice I still wanted him to be able to hit really hard with a good roll. Thoughts? |
#694
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
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That said, I agree that Leo's Double Attack is a bit boring, and maybe underpowered considering how tough he is in the comics. I guess how 'badass' he seems will depend on how tough I make the eventual Foot Clan ninja squad though! Perhaps a Special Attack with a bit more 'oomph' [similar to Moriko's Saber Storm S.A.]? Something like C3G's Black Canary and her Fists of Fury, or an ability similar to... um, can't remember who it is at the moment, but basically if they inflict a wound or destroy a figure they can keep attacking until they fail to inflict a wound / destroy a figure. That would be a great way to tear up hordes of weaker enemies like Foot Clan without making him TOO ridiculously powerful. Something like: KATANA STORM SPECIAL ATTACK Range 1. Attack 1, 2 or 3 Leonardo starts each turn with 9 attack dice. Choose any adjacent figure and attack by rolling 1, 2 or 3 attack dice. Leonardo may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Leonardo may target the same or different figures with each attack. or... KATANA ONSLAUGHT If Leonardo rolls at least 3 skulls while attacking, he may attack again. Leonardo may continue attacking until he rolls fewer than 3 skulls. Leonardo cannot attack more than x times in a single turn. or... KATANA MASTER When Leonardo attacks, if he destroys a figure he may attack again. Leonardo may continue attacking until he does not destroy a figure. [alternately: When Leonardo attacks, if he inflicts a wound he may attack again. Leonardo may continue attacking until he does not inflict a wound.] I'd love to keep it at 500 points for all 4 TMNT together, but maybe that's just not a reality. I definitely want to keep them simple, but I don't want them to be boring or underpowered either. In my head, I keep going back to official Spider-Man at 170 points. Based on the comics, Spidey should be able to whip any one member of the TMNT without too much effort, so 125-135 points is definitely in the right range - after all, they're ninja, not super heroes. Official Heroscape ninja range from 10 points to 110 points, so having the TMNT be just a little more skilled than any of those characters just feels right. Master Woo is 140, and he's a freakin' MASTER - if I make a Splinter, this is about where I'd want him to be, so long story short 500 points for all 4 seems just about right. Of course, they don't all need to be 125 each, I'm totally OK with mixing it up a bit [as long as it adds up to 500]. I was also thinking of creating a supplemental 100pt[ish] 'TMNT Team' card that players could draft to make the boys more badass in higher point games. Basically, any character with the Turtle Shell icon [seen on my cards above their species] would get the following abilities: HEROES IN A HALF SHELL When a figure you control with the [Turtle Shell] icon rolls defense dice against a normal attack, add 1 automatic shield to whatever is rolled. TURTLE POWER All figures you control with the [Turtle Shell] icon add 1 die to their normal attack. Or something like that, you get my drift. Basically, a way to make them a bit more high level / superheroic, while maintaining the simplicity and point cost of my original [mostly] comic book inspired versions. Last edited by Garada; May 12th, 2016 at 07:10 PM. |
#695
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
I think that sounds cool, but you've got to do what's right for your vision. I'm updating my TMNT cards after picking up a bunch of figures, so that's where my vision will go. These should be your vision. So only take my suggestions with a grain of salt.
They look fantastic though Garada! "Hi Ho, what new devilry is this?" - this may have been said if Kermit the Frog and Boromir were combined and set loose upon the world... probably not though. |
#696
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Re: Garada's Customs - 05/11/16 - TMNT Leonardo & Donatello
If you're going for super heroic, I'd keep the blanks count as skulls part of Mike's barage. Otherwise, drop it. I like double attack for Leo. Maybe up his attack to 5 to make him a little more bad-a. I love overextend on Raph!
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