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Comic Hero Custom Creations Any comic book customs and the discussions surrounding them


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  #25  
Old November 2nd, 2010, 01:36 PM
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Re: Superhero Campaigns

For those who haven't taken a look at my Heroes of 'Scape game, there is a Skill points system. I'm able to roughly estimate the value of each Special Power and you can spend skill points to either buy a new special power or upgrade ones you have. The scale runs from 1 to 4 on power. Although its not perfect, it does set apart powers enough. In Heroes of 'Scape, I intentionally made things grow quickly so full campaigns take 4-5 battles, but its not that hard to slow it down. Receive 1 skill point per battle and it'll be a while before you're roflstomping anything.

Since everyone's powers are on this same system, as long as you balance the initial stats, Heroes should always be roughly the same strength value. Any obvious imbalances work their way out through playtesting, and any small imbalances aren't important.
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  #26  
Old November 2nd, 2010, 02:32 PM
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GreyOwl GreyOwl is offline
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Re: Superhero Campaigns

Quote:
Originally Posted by Karat View Post
Yes, but then again, with this concept, is it really supposed to be comparable to that of another?

Also, you could start with a generic Spider Man and grow with him into his Ultimate version.
What I mean is that giving a figure more powers as a means of powering up is essentially creating a new custom. You have to think about how that new power interacts with his existing ones, does it cause any problems, are the stats still viable for the new power, etc. To me, that's not really "growing", it's a new custom. That's why we have a different card for regular Spider-Mand and Symbiote Spider-Man, for example.

With the action currency method, it's sort of like a glyph that you pick up in that it doesn't permanently change the card. It's temporary and consumable. But unlike a glyph, which is tied to one particular ability and is always "on", this method gives you a more strategic option as to which abilities to use and when to use them. It also forces you to be sparing in your use of power, because you will run out and have to earn more. If you just keep adding special powers to the card, you'll eventually get to a point where either the figure is too powerful to be any fun, or it has too many powers to keep track of and manage (or both).
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  #27  
Old November 2nd, 2010, 02:44 PM
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Re: Superhero Campaigns

Balantai's Bishop custom has a similar mechanic where you are gaining markers and have the option during battle to cash them in for various effects. Sherman Davies' Manhunter's Energy Markers are another example where you can cash in the markers to roll extra attack dice. Both of these have been tremendously fun to play, and I can see this being a lot of fun in a campaign setting.
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  #28  
Old November 2nd, 2010, 02:47 PM
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Re: Superhero Campaigns

Interesting, I'll have to check those out.

I was also thinking that the list of actions to cash in could be variable based on the figure's stats. For example, there could be one to "...add 3 wound markers to a DO's card. Add 1 additional wound marker for each point that this figure's Attack number is over 4". That way, more powerful figures scale up for the same action.
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  #29  
Old November 2nd, 2010, 10:15 PM
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Re: Superhero Campaigns

Okay, here's some preliminary ideas I put together. I'm not sure on the cost for each and the relative ranking between them. It's pretty much just a guess at this point...

I'm open to suggestions for changes and new actions!

Action Points
Each Unique Hero receives 1 Action Point for each full 100 points of figures destroyed.
Additional Action Points may be assigned in specific scenarios based on scenario
objectives or victory conditions. Action Points are cumulative from one game to the next
during the course of the same campaign.
Actions can be stacked - more than one can be used per turn.

Actions

UNLOCK (1)
Instead of attacking, you may open one adjacent door.

LUCK (2)
You may add 2 to one 20-sided die roll.

CRUMBLE (2)
Instead of attacking, you may destroy one adjacent battlement.

UNEXPECTED CONSEQUENCES (2)
After revealing the "X" Order Marker on this figure, you may take a turn with this figure.

STALLING TACTICS (3)
Your opponent must subtract 3 from one initiative roll.

DOUBLE TIME (3)
After taking a turn with this figure, you may take one additional turn with this figure.

HEAD START (3)
You may add 3 to your initiative roll.

CRITICAL HIT (3)
After attacking a Squad figure with a normal attack, you may automatically destroy it.

SUBTERFUGE (4)
You may subtract 3 from one 20-side die roll made by an opponent.

TRANSPORT (4)
Instead of taking a turn with this figure, you may instead place it on any empty space
within 10 spaces of its original position.

INTELLIGENCE REPORT (4)
At the start of the round, choose one opponent. For this round only, that opponent must
place all of his Order Markers so that they are visible by all players.

DISCOVERY (4)
Before taking a turn with this figure, you may place one unrevealed Glyph from the
battlefield on this figure's card.

SMASH (5)
Instead of attacking, you may destroy one adjacent object or line of sight blocker, such
as a ruin wall or a tree.

HEROIC DEFENSE (5)
This figure may ignore all wounds from one normal attack.

STUN (5)
You may remove all unrevealed Order Markers from a figure adjacent to this figure.

DOOR BREACH (5)
Instead of attacking, you may destroy one adjacent door.

BRIDGE DEMOLITIION (5)
Instead of taking a turn with this figure, you may remove one bridge from the battlefield.
The bridge cannot have any figures on it.

SUPERHUMAN DEFENSE (6)
This figure may ignore all wounds from one special attack.

SACRIFICE (6)
After taking a turn with this figure, you may destroy one figure you control and remove
all Wound Markers from this figure's card.

REVIVE (6)
Instead of taking a turn with this figure, you may remove all wound markers from one
adjacent Hero.

WALL DEMOLITION (7)
Instead of taking a turn with this figure, you may remove from the battlefield one
adjacent castle wall section, and everything on top of it. The wall, or anything above it,
cannot have any figures on it.

UNCANNY ( 8 )
You may add or subtract 5 from one 20-sided die roll.

COMMANDING PRESENCE ( 8 )
After revealing an Order Marker on this figure, and before taking a turn with this figure,
you may take one turn with each squad you control.

INVULNERABLE (9)
This figure may ignore one attack or special power, including a terrain effect, that would
automatically destroy it without the ability to roll defense dice.

PLOT TWIST (10)
You may exchange control of one of your Unique Hero figures with another player's Unique
Hero figure, both of your choosing. Your opponents figure must be equal or lower in point
cost than your figure.

CRITICAL STRIKE (10)
After attacking a Hero figure with a normal attack, you may automatically destroy it.
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  #30  
Old November 2nd, 2010, 10:29 PM
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Karat Karat is offline
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Re: Superhero Campaigns

Quote:
Originally Posted by GreyOwl View Post
Okay, here's some preliminary ideas I put together. I'm not sure on the cost for each and the relative ranking between them. It's pretty much just a guess at this point...

I'm open to suggestions for changes and new actions!

Action Points
Each Unique Hero receives 1 Action Point for each full 100 points of figures destroyed.
Additional Action Points may be assigned in specific scenarios based on scenario
objectives or victory conditions. Action Points are accumulative from one game to the next
during the course of the same campaign.
Actions can be stacked - more than one can be used per turn.

Actions

UNLOCK (1)
Instead of attacking, you may open one adjacent door.

LUCK (2)
You may add 2 to one 20-sided die roll.

CRUMBLE (2)
Instead of attacking, you may destroy one adjacent battlement.

UNEXPECTED CONSEQUENCES (2)
After revealing the "X" Order Marker on this figure, you may take a turn with this figure.(Would you have to find an oponent's X Order Marker? How would this work?)

STALLING TACTICS (3)
Your opponent must subtract 3 from one initiative roll.

DOUBLE TIME (3)
After taking a turn with this figure, you may take one additional turn with this figure.

HEAD START (3)
You may add 3 to your initiative roll.

CRITICAL HIT (3)
After attacking a Squad figure with a normal attack, you may automatically destroy it.

SUBTERFUGE (4)
You may subtract 3 from one 20-side die roll made by an opponent.

TRANSPORT (4)
Instead of taking a turn with this figure, you may instead place it on any empty space within 10 spaces of its original position.

INTELLIGENCE REPORT (4)
At the start of the round, choose one opponent. For this round only, that opponent must place all of his Order Markers so that they are visible by to all players.

DISCOVERY (4)
Before taking a turn with this figure, you may place one unrevealed Glyph from the battlefield on this figure's card.

SMASH (5)
Instead of attacking, you may destroy one adjacent object or line of sight blocker, such as a ruin, wall, or a tree.

HEROIC DEFENSE (5)
This figure may ignore all wounds from one normal attack.

STUN (5)
You may remove all unrevealed Order Markers from an adjacent figure's army card. adjacent to this figure.

DOOR BREACH (5)
Instead of attacking, you may destroy one adjacent door.

BRIDGE DEMOLITIION (5)
Instead of taking a turn with this figure, you may remove one bridge from the battlefield. The bridge cannot have any figures on it.

SUPERHUMAN DEFENSE (6)
This figure may ignore all wounds from one special attack.

SACRIFICE (6)
After taking a turn with this figure, you may destroy one figure you control and remove all Wound Markers from this figure's card.

REVIVE (6)
Instead of taking a turn with this figure, you may remove all wound markers from one adjacent Hero you control.

WALL DEMOLITION (7)
Instead of taking a turn with this figure, you may remove from the battlefield one adjacent castle wall section, and everything on top of it. The wall, or anything above it, cannot have any figures on it.

UNCANNY ( 8 )
You may add or subtract 5 from any one 20-sided die roll.

COMMANDING PRESENCE ( 8 )
After revealing an Order Marker on this figure, and before taking a turn with this figure, you may take one a turn with each squad you control.

INVULNERABLE (9)
This figure may ignore one attack or special power, including a terrain effect, that would automatically destroy it without the ability to roll defense dice.

PLOT TWIST (10)
You may exchange control of one of your Unique Hero figures with another player's Unique Hero figure, both of your choosing. Your opponents figure must be equal to or lower in point cost than your figure.

CRITICAL STRIKE (10)
After attacking a Hero figure with a normal attack, you may automatically destroy it.
Suggestions and questions above.
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  #31  
Old November 2nd, 2010, 10:31 PM
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GreyOwl GreyOwl is offline
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Re: Superhero Campaigns

Unexpected Consequences - the idea is to be able to take a turn with one of your figures by putting an X order marker on them. Nothing to do with opponent's figures.

Thanks for the other corrections!
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  #32  
Old November 2nd, 2010, 10:32 PM
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Re: Superhero Campaigns

Quote:
Originally Posted by GreyOwl View Post
Unexpected Consequences - the idea is to be able to take a turn with one of your figures by putting an X order marker on them. Nothing to do with opponent's figures.

Thanks for the other corrections!
So you would place one of your own X markers on their army card?

No problem, it's what we do
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  #33  
Old November 2nd, 2010, 10:37 PM
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GreyOwl GreyOwl is offline
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Re: Superhero Campaigns

Well, you already place your X order marker on one of your cards. This just allows you to use it to take an actual turn, instead of having it just be a decoy.
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  #34  
Old November 2nd, 2010, 10:39 PM
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Re: Superhero Campaigns

Quote:
Originally Posted by GreyOwl View Post
Well, you already place your X order marker on one of your cards. This just allows you to use it to take an actual turn, instead of having it just be a decoy.
Gotcha.

Well, perhaps you might add an action where you could place one of your X Order Markers on any figure's card.

Of course it would be high costed, but it would be potent if used together.
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  #35  
Old November 2nd, 2010, 10:47 PM
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GreyOwl GreyOwl is offline
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Re: Superhero Campaigns

How about:

PERSUASION (7)
You may place your "X" Order Marker on an opponent's Army Card instead of your own. At the end of the round, reveal the "X" Order Marker and take a turn with that figure.
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  #36  
Old November 2nd, 2010, 10:50 PM
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Re: Superhero Campaigns

Quote:
Originally Posted by GreyOwl View Post
How about:

PERSUASION (7)
You may place your "X" Order Marker on an opponent's Army Card instead of your own. At the end of the round, reveal the "X" Order Marker and take a turn with that figure.
I like it.

When I first saw the idea and what you were thinking of for it, i was afraid that it would be too monotonous and boring, but it's not. It creates a diverstity of play options, and it doesn't seem monotonous or bland at all
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