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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#1
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Heroscape Thief
Before I ask, I will preface this post with the assurance that I did use the search function before making this post....
My question is this: Has anyone here made a figure with Thieving abilities? The idea to have one struck me in a discussion about the difficulties of actually removing the castle door. I thought it would be cool to perhaps have a Rogue figure that could roll a d20 to try to "pick the lock" so to speak. Being a D&D fan a lot of the figures in play make me think Paladin or Cleric or Monster or whatever but there are no Thieves of the D&D ilk. This game doesn't lend itself to use of such characters in general, but how fun would it be to have a character that could potentially steal Drake's Grappling Gun or Morsbane's Rod of Negation? And the topper could be the ability to pry open that door with a simple roll of the dice. Has anyone pursued this idea yet? If so please direct me to their thread. Thanks, markwars |
#4
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Very difficult ability to translate into Scape. The theft ability I came up with would bring a bit of common sense rulings into each use of the ability. You could steal the Spear of Summoning or even the sword that grants Thorian Speed but you won't be able to steal innate abilities such as Stealth Leap or Counter Strike.
THEFT Begin game with 1 theft marker on this card. Instead of attacking, choose a medium or small unique hero adjacent to <unit> with special abilities derived from external objects. Roll the 20-sided die, adding 1 to the roll for each wound on the chosen figure's army card. If you roll 17 or higher place the theft marker on the chosen figure's army card. For the duration of the game, the chosen figure's special abilities derived from external objects are considered stolen and may not be used by the chosen figure. The stolen special abilities are considered a part of this army card. |
#5
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No, it's never been brought up because it's nigh-impossible toi translate into HS.
Skills like Pick Locks and Detect traps are SO situational, that he'd almost need a (now HERE's a neat idea) Skills Book similar to a Spell Book with various rogue-like abilities that he comes with or that can be selected at draft. This seems like another good use of the Equipment Card idea, to allow for greater flexibility in unit creation. See Doc Savage's and Annerios' units for uses of the Equipment Card idea and how they can provide choices upon drafting. I think nether has a Spell Book unit with different spells to select at drafttime. Unfortunately, Drake's Grapple Gun isn;t an Equipment Card to swipe, so this rogue would either have to be able to steal other customs' Equipment (which is always neat when creator's make customs off of other creator's efforts) or he'd have to have a mechanic (like a Stolen Marker) that would be placed on the official unit's cards to nullify that equipment's ability, and he'd gain it potentially. Him gaining it could just be remembered, with the marker on each card or Equipment Cards could be made for each official unit for him to grab when he successfully swipes them. There's a lot of ideas for how to implement this concept in HS - now someone just has to want to make it happen. |
#6
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Except I like the idea of the Thief being able to stockpile tons of equipment and become more powerful - if the opponent is gonna let him get adjacent and keep stealing stuff, then he should be able to use everything he can pilfer. All he needs is a bag/bandolier to switch between uses. Also, one theft shouldn;t grant all equipment - one marker should be used to signify that Drake's Grapple Gun is gone, or Thorian Speed (from the sword) is gone. Not both, without him succeeding twice. I'm wondering how to signify that he's stolen Carr's gun. Taking away Range from a unit is a bit tougher to implement than a Gadget that is represented by one ability that you can place a marker on. |
#7
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Agree fully, Reap. I just thought to go the route of simplicity. I do like stolen marker better than theft marker.
As for Carr's gun, I have been thinking of a Disarm special ability that can potentially take away range. For simplicity's sake I would keep this mechanic separate from Theft. Of course the complexity of determining what can be stolen or disarmed will come into play. That's why common sense along with a knowledge of the characters will come into play (Thorian Speed does not specify its source of power). |
#9
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#10
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Agreed on the complexity level, allskulls - it should probably keep to not disarming people whenever possible. But then the Drake example hits us in the nose - he's always pictured as carrying it.
And it SHOULD be able to be stolen, since it is just a magic weapon allowing slow ponderous Drake to dodge bullets. (I will take this moment to repeat again my distaste for giving magical items instead of making it a heroe's innate ability - Jandar giving him an uber-item is simply LESS HEROIC than if it's part of Drake). So this Thief would HAVE to have Disengage, do you agree? And anyone have an idea for a figure? I don;t know why that thief fig that was used for Turtleboy's custom and Doc Savage's Garet Jax csutom keeps coming to mind. (Venthian assassin?) |
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