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Comic Hero Custom Creations Any comic book customs and the discussions surrounding them |
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#1
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Building a "Generic" Green Lantern
HEROSCAPE NEEDS A GENERIC GREEN LANTERN, THE CAMPAIGN THREAD
cam·paign /kæmˈpeɪn/ -noun a series of actions advancing a principle or tending toward a particular end I decided to start a thread to poll peoples thought and opinions on making an all around Generic Green Power Ring amd Green Power Battery to by used by all Green Lanterns no mater their race and or sex. Here are what some of our Supers creators have come up with. Green Lantern (Alan Scott) DC: (Iambatman) Green Lantern (Bruce Wayne) Batman DC: (IAmBatman) Green Lantern (Hal Jordan) DC: (GreyOwl) (Iambatman) Green Lantern (Guy Gardner) DC: (Iambatman) Green Lantern (John Stewart) DC: (Iambatman) Green Lantern (Kyle Rayner) DC: (Iambatman) Green Lantern (Kilowog) DC: (Nightwing) Green Lantern's Power Ring DC (Peripheral Card): (GreyOwl) Green Power Ring DC (Peripheral Card): Alan Scott(IAmBatman) Batman(IAmBatman) Hal Jordan(IAmBatman) John Stewart(IAmBatman)Kyle Rayner(Iambatman) |
#3
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GREEN POWER RING STATS
ENHANCEMENTS Add Move, Range, Attack(?), Defense(?) Super Stregnth Power Symbol See page Flying Quote:
Ranged Attack Special Attack/Range Enhanced Melee Like Carr's sword? Enhanced Defense Energy Shield? RESTRICTION Limited Power(?) Limited power. In the comics 24 hour charge. Yellow Impurity Prior to Parallax, the Green Energy Rings did not affect anything Yellow. |
#4
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GREEN POWER BATTERY STATS
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Destructable Object Fixed Location RECHARGE see above. |
#5
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Here's what Ive been Playing around with...I thought GL HJ stats would be like L:4, M:4-5, R:1, A:3-4, D:3-4 Points aroud 200+. Then you would also have the following equip cards.
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Let me know what you think? Quote:
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GREEN LANTERN POWER RING Quote:
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GREEN LANTERN'S POWER BATTERY During figure placement, place Green Lantern's Power Battery Glyph adjacent to Green Lantern. Quote:
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#6
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I have a Green Lantern Ring peripheral card that you left out of the first post. Not sure if it will help you out with this or not, but just in case I thought I'd mention it. You can find it in the A-Z index.
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#7
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I think you should make up a power battery card and a vanguard card so we can get some visuals in this conversation!
Were you thinking the Emerald based attacks would use the figure's base attack number and range and then add on to it? I was thinking it'd be like a special attack that would have the same power for any of them, and for each green energy marker you used, you could add 1 to either the range or attack, so you might end up with a range 1 attack of 10 or a range 10 attack of 1. Actually, I think with the 24 hour thing, maybe Green Lantern starts with 24 green energy markers? Then for the Emerald based special attacks, you could just put a cap on either category (range/attack) at ten, so at absolute worst, he'll do one range 10 attack 10 special attack. It'd be pretty devestating, but he'd only be able to use it on one target, and it'd drain all but 4 of his markers. I don't think that Recharge should happen all at once. I think you should be able to partially recharge. For instance, if we go with the 24 markers, then you could regain maybe 6 for each turn you're adjacent to the Power Battery and inactive. That way a full recharge would take you 4 turns (if you'd completely drained yourself), but it would make you be careful before you drained your whole ring in one attack or so. It would let you tactically recharge instead of just rushing back to recharge all at once. I think that flexibility would make the gameplay a little more interesting. Force of Will worded as Overextend sounds good. C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#8
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Personally I'm not a huge fan of the limited charge concept. Not that it doesn't exist, but it's a very story specific limitation much like Spiderman's limited web fluid. It's certainly not such a low value that they're going to run out over the limited span of a Heroscape conflict. I'd wager an Aubren Archer is more likely to run out of arrows before a Lantern runs down his charge. The yellow impurity is something I'd likewise ignore. It was always the silliest Kryptonite in the DC universe, and it's been wisely written out for the most part. It's way too hard to implement under reasonable game mechanics anyway.
The other thing I'd prefer to get away from is the generic ring powers. While the ring gives the bearers a standard set of abilities, I don't think making cards that way is the best route. One of the best things Geoff Johns has done with the series (ok, so he's done a lot of good with it), is give each Earth Lantern his own unique feel without rewriting their powers: John Steward is the sniper of the group. Almost all his attacks have significant range with deadly precision. He rarely dukes it out and prefers to stay back and shoot. Kyle Rayner is more of a summoner. He doesn't fight directly all that often, but creates creatures and warriors to fight for him. Guy Gardner is the the scrappiest of the bunch. Mid range at best, but by far the most likely to head into melee and duke it out. Hal Jordan is the middle ground, all around, Ryu/Ken of the Earth Lanterns. He's primarily a ranged blaster the likes of Human Torch or Iron Man, but he'll enter a slugfest if need be. He's also the most likely Lantern to use his powers to ensnare or disable his opponent, creating binding objects to stop them in their tracks. I think the best way to do the Lanterns is not to make them more generic, but rather embrace what makes each one unique and run with it. Give John the longest range and Deadly Shot, give Kyle an ability to create squads to fight for him. I think the trick is to avoid trying to put the Green Lantern gimmicks into the Heroscape ruleset, and instead focus on making sure each Green Lantern fights with the proper feel and style as their comic counterpart. |
#9
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#10
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What do you guys think is the best way to handle the GL's Force Fields?
There are so many options when it comes to defense: 1- Add X amount to their normal defense. 2- One shield blocks all damage. 3- Any shields rolled count as blocking 2 wounds. 4- Something along the lines of spidey's spider sense. Also, should their shield be usable on adjacent friendly figures? |
#11
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I think that's really the trick to making Green Lanterns. The characters have EVERY ability you can possibly imagine. Trying to give them any power or every variation of a power is only going to create a bland, generic character that fails to embody the feel the character. The trick to making great customs isn't to give the character every ability they possess, but to give them just enough abilities to make them fight like they do in the comics. That's why you don't give Batman his entire utility belt, or Spiderman every web trick he's ever used. You simply down to what really makes the character stand out and go with that. |
#12
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2 & 3- spend a set ammount of GL markers? 4- IDK, open discussion As for the adjacent friendly figures maybe word it as like Nakita's Smoke Powder? Quote:
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