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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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Suggestion Center
All right, as I have said in another thread, it is easier to get a card right the first time, then it is to keep going back and making revisions. I am creating this thread so that those who have ideas for cards or abilities can come here to get suggestions for them before they actually make the card.
Now, a person could post their ideas in their custom thread, but I think they will get more traffic if there is a central place to unload their ideas, and this way, they can also keep their custom thread free to just post their cards. Keep in mind this thread is only for posting ideas you have. If you have a completed card, then please post it in your custom thread. Anyways, I'll get us started. I have been working on my ideas for several of the X-Men, and I was hping I could get some feedback before I make them into cards. Here they are: Colossus 8 Life, 4 Move, 1 Range, 6 Attack, 7 Defense, 310 Points Charge Rush Colossus may add 2 to his Move number as long as he is unengaged prior to moving. Colossus must be able to move adjacent to an opponent's figure in order to use Charge Rush. Steel Skin Whenever Colossus rolls defense dice, add 1 automatic shield to whatever is rolled. Cannonball Special Instead of attacking, you may choose an adjacent small or medium friendly figure adjacent to Colossus to throw. You may place the chosen figure up to 6 spaces away from Colossus and up to 20 levels above Colossus. If the chosen figure was placed on a level above Colossus, in water, or has a flying ability, you don't have to roll for falling damage. If the thrown figure lands on the same level or lower you must roll for throwing damage. Roll the d20 for throwing damage; if you roll 11-20 the thrown figure receives 1 wound. You may then immediately attack with the thrown figure. Superstrength Cyclops 5 Life, 5 Move, 1 Range, 3 Attack, 4 Defense, 230 Points Optic Beam Special Attack Range 8 Attack 6 Cyclops may not use this attack on figures he is engaged with. Roll one less attack dice for this attack for every space the targeted figure is beyond 6 spaces away. Mutant Leadership Mutant figures you control add one to their Move. As well, Mutant figures you control within 4 clear sight spaces of Cyclops add one to their defense. Wolverine 8 Life, 5 Move, 1 Range, 4 Attack, 4 Defense, 290 Points Healing Factor At the start of each round, you may remove a wound marker from Wolverine. Adamantium Claws Figures roll 2 less defense dice when attacked by Wolverine. Blind Rage If there are at least 4 wound markers on this card, whenever you reveal an order marker on this card, you must roll the D20. Add 1 to the result for every wound marker on Wolverine beyond the first 4. If the result is a 13 or higher, choose an opponent. That opponent will now control Wolverine for the remainder of your turn, but will not reveal any unrevealed order markers on his card. At the end of that turn, control of Wolverine returns to you. All order Markers and figures on Wolverine's Army card will stay on his army card. Professor Xavier 3 Life, 4 Move, 1 Range, 2 Attack, 3 Defense, 150 Points Mutant Command If Order Marker 1 is placed on Professor Xavier, then instead of taking a turn with Professor Xavier, you may take a turn with up to two Mutant Unique Heroes you control. Professor Xavier cannot be one of the two Mutant Unique Heroes. Hypnosis 13 If an opponent's figure within 8 clear sight spaces of Professor Xavier targets a figure you control, you may roll the D20.dd 5 to the result if the attacking figure was a squad figure. If the result is a 13 or higher, the attacking figure's turn immediately ends. Mind Protection Abilities your opponent uses may not remove Order markers on army cards you control, or change the control of figures you control. Wheelchair Restricted Professor may not move more than one level up or down at a time. Nightcrawler 4 Life, 7 Move, 1 Range, 3 Attack, 2 Defense, 140 Points Teleport Evasion 9 If Nightcrawler is attacked by an opponent's figure and at least one skull is rolled, you may roll the D20. If you rolled a 1-8, roll defense dice normally. If you rolled a 9 or higher, Nightcrawler takes no wounds and may immediately move using his Teleportation 5 Special Power. Teleportation 5 Instead of a normal move, Nightcrawler may teleport. To teleport, place Nightcrawler on any unoccupied space within 5 spaces and no more than 40 levels above or below Nightcrawler's current position. If Nightcrawler was engaged before he teleports, he will not take any leaving engagement strikes. Surprise Special Attack Range 1 Attack 4 Nightcrawler may only use this attack if the defending figure was not adjacent at the start of this turn and Nightcrawler used his Teleportation 5 Special Power to move adjacent to the defending figure. Figures roll 2 less defense dice when defending against Nightcrawler's Surprise Special Attack. Rogue 6 Life, 5 Move, 1 Range, 5 Attack, 4 Defense, 270 Points Drain 13 After moving and before attacking, you may choose an adjacent figure and roll the D20. If you roll a 13 or higher, place one wound marker on the chosen figure, and you may remove one wound maker from Rogue. As well, if the chosen figure was not destroyed, you may place a Drain Marker on the chosen figure's attack, defence, or one of the chosen figure's Special Powers. Depending on where the Drain Marker was placed, one of the following effects happen as long as the Drain Marker remains: Attack: The chosen figure's attack is reduced by one, and Rogue's attack is increased by one. Defence: The chosen figure's defense is reduced by one, and Rogue's defense is increased by one. Special Power: Rogue gains the chosen Special Power. Drain Markers are removed at the end of the second round after they are placed. Tough When Rogue rolls defense dice against a normal attack, add one automatic shield to whatever is rolled. Flying When counting spaces for Rogue's movement, ignore elevations. Rogue may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Rogue starts to fly, if she is engaged he will take any leaving engagement attacks. Superstrength Iceman 5 Life, 5 Move, 4 Range, 4 Attack, 5 Defense,220 Points Ice Form When Iceman stands on Snow or Ice type spaces, add 2 to Iceman's Range value, 1 to his Attack value, and when Iceman rolls defense against a normal attack, add 1 Automatic Shield to whatever is rolled. Freeze Beam Special Attack Range 4 Attack 5 If an opponent's Unique Hero recieves at least one wound from Freeze Beam Special Attack, you may roll the D20. If you roll a 16 or higher, remove one unrevealed order marker at random from that Unique Hero's army card. Ice Slide Instead of his normal move, Iceman may use Ice Slide. Ice Slide has a move of 4, however, if Iceman starts his movement on an Ice space, Ice Slide has a move of 6. When counting spaces for Iceman's Ice Slide movement, ignore elevations. Iceman may slide over water without stopping, slide over figures without becoming engaged, and slide over obstacles such as ruins. Iceman may not Ice Slide more than 40 levels up or down in a single Ice Slide. If Iceman is engaged when he starts to Ice Slide, he will not take any leaving engagement attacks. Shadowcat 3 Life, 5 Move, 1 Range, 2 Attack, 2 Defense, 90 Points Phasing Shadowcat may move through all figures and objects and never takes any leaving engagement strikes when leaving an engagement. Intangibility 7 When Shadowcat is targeted for a normal attack, you may roll the D20. If you roll an 7 or higher, Shadowcat no longer has a visible hitzone for the duration of the targeting figure's turn. Lockheed Fire Line Special Attack Range Special Attack 3 Choose an unoccupied space within 5 spaces of Shadowcat. Then, choose 3 spaces in a straight line from the chosen space. All figures on those spaces are affected by Lockheer Fire Line Special Attack. Roll 3 attack dice one for all affected figures. Affected figures roll defense dice seperately. Beast 5 Life, 6 Move, 1 Range, 6 Attack, 4 Defense, 250 Points Defensive Agility When Beast rolls defense dice against a normal attack from an adjacent figure, one shield will block all damage. Dextrous Flexibility When Beast attacks, if less than 3 skulls are rolled, the number of skulls rolled is automatically 3. Leap Instead of his normal movement, Beast may Leap. Leap has a move of 4. When counting spaces for Beast's leaping motion, ignore elevations. Beast may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. Beast may not leap more than 14 levels up or down in a single leap. If Beast is engaged when he starts to move, he will take any leaving engagement attacks. Superstrength Angel 5 Life, 7 Move, 1 Range, 4 Attack, 4 Defense, 150 Points Carry to Safety 14 When a figure you control within 3 clear sight spaces of Angel is attacked by an opponent's figure, you may roll the D20. If you roll a 14 or higher, place Angel adjacent to the defending figure. Then, move Angel up to 7 spaces, placing the defending figure adjacent to Angel after his move is done. The figure must be place in a position where it can not be targetted by the attacking figure. Carry Before moving Angel, you may choose an unengaged friendly small or medium figure adjacent to Angel. After you move Angel, place the chosen figure adjacent to Angel. Stealth Flying When counting spaces for Angel’s movement, ignore elevations. Angel may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Angel starts to fly, if he is engaged he will not take any leaving engagement attacks. |
#2
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Re: Suggestion Center
Your X-Men can certainly beat up my X-men. These are substantially higher point values than I was envisioning.
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If I were you, I would be worried about how this interacts with other powers that trigger when a figure is attacked. When Angel is within range of a friendly spider-sensor, ninja, nakita, etc. and multiple powers start going off at once... it needs thinking about. |
#3
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Here's a power that I'd like to add to my Superman (provided I can find the space) that I'd like feedback on. The basic intent is for him to be able to use his super breath to push engaged figures back and "freeze" them if he blows hard enough.
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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. |
#4
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[quote="IAmBatman"]
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I'll get to commenting on the critique of my ideas a little later. |
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How much do you anticipate raising Superman's point cost by? |
#6
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GreyOwl
Point cost I'm very unsure of. I think this would probably have him trump Hulk, but I don't think the power itself is unreal or anything. Maybe a raise of 20 points? I think I'll have it affect normal and superstrength characters the same, just to save on space (not sure if it'll fit in anyway!). I also said only small and medium, so there's no worrying if it'll affect large or huge figures or not. Firemaster Thanks for the input, here's some quickies for you. Colossus - Steel Skin is just Shields of Valor. I'm not a fan of renaming official powers. I'd agree that Shields of Valor doesn't fit the character namewise, but that's a great reason to think of a new power for him. I'd say get creative on this one. Cyclops - Optic Beam is cool and I like how it works a lot. That said, the range and attack should probably be listed as Special, since they're not always 6 range and attack 8. Also, 8 feels pretty darn high for a ranged attack - maybe shorten the initial burst range and then have it go after that? Wolverine - Adamantium claws are almost something I want to be Soulborg only. I just mean that regular claws are going to cut through skin pretty easily too, so unless the guy's in a metal suit, it's not going to make too much of a difference in how well it cuts through the defense. That said, Iron Man's not a Soulborg, and it should certainly be decreasing Iron Man's defense just as much as Q9's. Professor X - Hypnosis has a typo in it. Can you find it? Iceman - I like Ice Slide, but 40 levels? That's skyscraper height and seems a tad on the high side to me for a guy basically making luge runs. Beast - Maybe too much of a Beast to really reflect his character? I'd seriously consider toning down Dextrous Flexibility. I like the idea, but basically he gets a minimum of 3 skulls on any attack? That's crazy! That's almost like an auto kill on most squads (of course Grimnak has Chomp and that works in a balanced way). I'm just not sure that kind of offensive firepower really matches what I think of Beast's character, though. I'd consider lowering it to a 2 skulls minimum and lowering his cost to go along with it. Should Beast really be worth more than Iron Man and Captain America? Not to mention Doctor Doom! PS I should mention that the Super Breath is somewhat inspired by an old custom version of Superman by Allskulls that he showed me recently. 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. |
#7
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#8
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I like the idea of someone who's actually *better* against Soulborgs instead of worse, too. Seems like all the special powers that are specific on Soulborgs are only that way to say that Soulborgs aren't effected. Q9 is tough enough!
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. |
#9
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Re: Suggestion Center
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Next up, Batman's comments. |
#10
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ADAMANTIUM CLAWS Soulborg figures or figures that have the Steel Skin ability roll 2 less attack dice when attacked by Wolverine. Figure with 5 or more defense that are not a Soulborg or have the Steel Skin Ability roll 1 less defense dice when attacked by Wolverine. Quote:
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#11
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Mad bad on some of those misinterpretations. You're probably right about it being easier and clearer just having Optic Beam as is. Change the third "figure" to "figures" on the Adamantium Claws and I like what you've got there.
15 levels sounds a LOT more reasonable for Ice Man. Having no fewer than 2 skulls, 3 skulls on average, and a potential for 6 skulls is pretty darn effective, I'd say. I think with the power as is, he's a tad bit undercosted. I think putting it down to 2 skulls puts him in the 210-220 range, though, which is more where he belongs, IMO. 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. |
#12
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All right, here are the rewritten abilities:
Wolverine's Blind Rage If there are at least 5 wound markers on this card, Wolverine must attack all adjacent figures, if he is able. Xavier's Mind Protection Abilities your opponent uses may not remove Order markers on army cards you control, or change the control of figures you control within 8 clear sight spaces of Professor Xavier. Rogue's Drain 13 After moving and before attacking, you may choose an adjacent figure and roll the D20. If you roll a 13 or higher, place one wound marker on the chosen figure, and you may remove one wound maker from Rogue. As well, if the chosen figure was not destroyed, you may place a Drain Marker on one of the chosen figure's special powers. As long as the Drain Marker remains, Rogue gains the special power. Remove the Drain Maker when Rogue or the chosen figure is destroyed. Angel's Carry to Safety 14 When a small or medium figure you control within 3 clear sight spaces of Angel is attacked by an opponent's figure and would receive wounds, you may roll the D20. If you roll a 14 or higher, place Angel adjacent to the defending figure. Then, move Angel up to 7 spaces, placing the defending figure adjacent to Angel after his move is done. The defending figure takes no wounds and must be place in a position where it can not be targeted by the attacking figure. Are those better now? |