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Comic Hero Custom Creations Any comic book customs and the discussions surrounding them |
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#37
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I like the new markers. Those lightning backgrounds are wicked cool.
Oh, and four markers for Bishop sounds good. That way you can put one in each corner to print off with the card. 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. |
#38
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12) Avalanche
Don't really know anything about this guy, but that's ok. Another mutant lackey for Mystique to bond with. Special Abilities: Quake Ripple Special Attack For thematic purposes, since it works in a straight line, I'd consider renaming this "Fault Line Special Attack". Although, I'm not sure this qualifies as a special attack. Yes you roll attack dice and all, but figures don't actually take damage against unblocked skulls, they just get moved, right? I don't understand the "up to 12 levels high" stipulation? I take it when you're moving them you're ignoring elevation rules (at least up to 12 levels) and only worrying about moving them forward or back or side to side the number of unblocked skulls? Because I know you're never going to have 12 unblocked skulls for this move. Honestly, I don't think this special "attack" is worth very much as is. You might be able to push some figures two or three spaces every now and then. Unless it's your guys and you're giving them height advantage, or you pull off the move really close to a cliff face or molten lava patch, it's not going to amount to much. I would suggest one of two tweaks. Either a) actually make it an attack, and have it do damage instead of the moving thing (which is a little bit hard to follow right now). Or b) have it work by a D20 roll and let him make a regular attack after doing it. Right now it's a special attack that I wouldn't choose to use over rolling two attack dice 90% of the time, and that's saying something. Crumple Crumple is interesting. It's not going to do much damage, because most units have the defense to stand up against one skull more often than not and your enemy is going to be stupid to keep all his figures bunched around destructable objects and trees when Avalanche is around mostly. It does force melee figures to choose between being subjected to this attack or leaving themselves open to pot shots of 2 attack dice, though. Neither option is really devestating, however. The one place this power is just unbelievably mighty is in castle scenarios. With this guy on the board, that door is coming down fast. Left Box No complaints about what's over here Stat Box Here we have some problems ... 5 move/range 6 no problems. Attack 2 is a tad low (Syvarris has a double attack of 3, range of 9, and he's 100 points). 4 life and 3 defense means he's going down fast. Syvarris has 4 life and 2 defense, but his superior range lets him stay out of most people's threat perimeters and he can usually keep height advantage as well because it doesn't stop him from attacking for the most part. Being nearly as vulnerable (if not more with the shorter range), and being a lot less threatening offensively (I would take double attack and one more attack die over two fairly weak powers in terms of damage potential any day) I don't think Avalanche is earning his 120 points. He might be worth 100 pts, on par with Syvarris, but he's not more valuable than Syvarris as is, IMO. Now if you made that Quake Ripple attack and outright attack with 5 dice and 6 range, that's another matter ... that would put him at 125-130 IMO. If you keep him as is, though, I don't feel he's earning his cost. 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. |
#39
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Great observations once again, Bats. Thanks.
I like the name suggestion for his special attack. How does this sound... Faultline Special Attack Range 6. Attack 3. Count 6 spaces in a straight line from Avalanche. All figures in the counted spaces are affected by the Faultline Special Attack. Place any medium or small figure that receives at least 1 wound from this attack 4 spaces away from its original space. Add 1 extra attack and he should be worth about 110-120. As for Crumble, I may just take it out. It fits the character but too many supers should be able to take out terrain objects in some way or other. Maybe I'll give him a defensive ability. He's known for creating barriers with the ground. I wanted something like that but did not want to have to resort to more markers. |
#40
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Yeah, I try not to throw out too many customs with order markers, just because if you get a lot of them, it can be a lot to keep track of.
I like the proposed changes to Avalanche, and I think the Faultline special attack + 1 more attack die will likely make him worth his points, depending on if the other ability you give him is worth something. Actually, you might consider making the crumple so it doesn't destroy the object it targets, it just, well ... shakes it up ... and anyone adjacent to it is still hit by a 1 skull attack. Again, this is more about intimidation than the likeliness it will actually do damage. It makes figures in Avalanche's range think twice about hiding right up behind LOS blockers. So they might either hide further from his range or come out in the open - either way Avalanche is much more likely to get the drop on them instead of the other way around. 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. |
#41
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OK, since I've done the rest of them already and the board's slow today and I'm away from my photo editing equipment but still have access to the Internet today ... I figured I'd look at the cards I hadn't had a chance to review yet. Namely, Blink, Iron Fist, and perhaps a more in depth look at Mole Man's minions (though I pretty much said what I had to say about them already).
OK, then, without further adieu ... 13) Blink Don't know aaaaanything about this chick. I take it she's an X-Men with the ability to teleport people through portals, though? Special Abilities Create Portal An interesting thematic I haven't seen before in the Scape world, though essentially it's a much easier to access and space limited version of Saylind's summoning. And it saves Blink from having to risk herself on the front lines to be useful. She can stay back with the characters she wants to teleport and give them a shot of going somewhere else. A nice thing about this is there's not height restriction, so it can be 12 spaces away and 30 spaces higher - nice way to send an assassin in after those ranged threats. Basically this power is incredibly useful and I love it. The one thing I'm questioning, is why the "adjacent" to the glyph wording in the power? Is that just so enemies can't block off the portal too easily? It seems like it'd make more sense if you have to step on the actual portal, and when you do, you're automatically transported to the other portal space, and you must have enough movement left to step off of it, so it's still open and you don't transport back. Your version may actually be less wordy upon reflection and essentially works the same, but it still seems strange for gameplay to be able to transport without actually stepping on the portal. It's not like squaddies couldn't all go one by one over the same ground and it still work. Just a thought, though. I also like that only two portals are in play at once and they all disappear when Blink is taken out. This is definitely a custom I could see making good use of. Port Dagger Basically this helps her stay unengaged because instead of attacking she zips other characters far away from her. It makes sense thematically and I like it in gameplay, I believe, though it will be rough when you don't get the roll of 12 and you've sacrificed your attack (though with a range of 1, it might not always matter). She also has a chance of damaging figures depending on where she teleports them. So, I like the power a lot, again. My one question is with wording - you're going to need to specify that the figure is placed on an empty space (I know, should be obvious, but still). Does it matter whether or not they're placed on a space where they're in an engagement or not? I don't think it should, but it definitely creates new wrinkles if you're allowed to zip an enemy straight into an engagement with your Charos. You might consider "place the figure in an empty space up to 10 spaces away from Blink" for the wording. If I'm assuming correctly the flavor of this should be more a forced teleporting than a force movement anyway, and if you simply move the figure from one spot and place them on another, stipulations about terrain, elevation, and engagement swipes become non-issues. Enhanced Disengage Good name for the combo power and a good choice of powers to complete her set. A really fun, thematic set of powers. Big thumbs up! Left Box Makes sense. Tricky fits in with her being somewhat of an enhanced Agent Carr. Exile, I assume, comes from her character history, so I'll trust you on this one. Stat Box Her stats are nothing too impressive, but she's really not a character made for attacking. She's a support piece made to get your heavy hitters in place where they can do the most damage possible. The fact that she can make portals without worry of being attacked in the front lines and without a D20 roll first and has a couple of other powers to keep her from being engaged makes her much more valuable than Saylind, so the costing seems right by me. Great custom overall, I think this one's ready for final playtesting and then some sort of barracksing (not a word, I know). 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. |
#42
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Oh, forgot to say on the last one - can't wait to see those Portal Glyphs!
14) Iron Fist Not familiar at all with this guy either. Cool looking sculpt, though. Special Abilities Chi Very interesting. The rotating stat boosts though they'll be easy to forget about (you'll have to remember to rotate at the start of every round) will certainly make for some fun and advanced strategies. I actually have been planning to do something very similar with my remake for Amazo, after I decided that having access to "I Am the Night" and "Too Quick to Hit" and a slew of other powers all at the same time was too much - instead he's going to rotate a turn marker through the names of the Supers he's stealing powers from and only get to use one's powers per turn. What I like about this (both for Iron Fist and Amazo) is it at once gives the character great flexibility and great limitation. The one thing that will be a bummer if you're playing him is the turn when you have 3 wound markers, you get your life boosted by 2, and then you take 1 wound. At the start of your next turn you'll be killing yourself by moving the Chi. Ouch. Iron Fist Special Attack The perfect attack to use when you're locked down with Samurai. It's special so it disregards their counterstrike, and even if it didn't, it's got a high enough attack to beat out 5 defense more often than not. Left Box A mutant crimefighter? Interesting stuff. Stat Box The stats aren't much to look at, but with the rotating boosts, I'd say he's well costed. Another fine example of your custom making. can't wait to see more. 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. |
#43
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Blink is one of my favorites. Although we have not played with the supers in about a year, I actually played her almost "as is" numerous times. The one difference was she had a defensive Port Away power pretty much identical to Spider Sense. She was a real pest. The Enhanced Disengage will essentially give her a teleporting movement and I like that better. The Portals are meant to be unblocked like you said. Played it the other way before and this works much better. I'm going to change her class from Exile to Freedom Fighter. Been working on the X-Men and that's the class I chose for them instead of their team name. The original 5 are done and will be up soon
Oops. Iron Fist is not supposed to be a mutant. Yeah, I like the shifting stat thing too. I used it for Iron Man with an Systems Overide ability but the official will work for me so Iron Fist got a boost. I played Iron Man with the ability and it proved quite useful. |
#44
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Quote:
No more giant sigs |
#45
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Here's Cyclops. I am working on new card templates and will make available next week. His pic and background will change a bit.
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#46
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Here's a guy begging to be surrounded by rats! 140 points initially seems a bit high for a unit that's not very sturdy (4 life/3 defense), but he earns it back with his specials. Not really a character you ever want to get in an engagement with - though two spaces away that oh so sweet 8 die full blast special attack kicks in. I really like the flavor and gameplay of full blast special attack. For Mutant Tactics, I'd consider changing the language to read "Mutant Hero" you control yotta yotta. You know, just in case a really sweet Mutant Squad you want to make pops into mind. I don't think this is a power that really works very well with Squads. Return Fire 15 is cool. If possible, you might want to adjust the wording just slightly so you get around to the if he's not destroyed part before the rolling the 20-sided die part. After all, if he is destroyed, why even bother picking up the die?
Overall, I think this one is just perfect - everything I'd want in a Cyclops. My only real complaint is your choice of figure. That huge white X on blue jumpsuit look was *not* my favorite on Cyclops. Too much like that one guy on the Incredibles (and just not a good look in general). Just a matter of personal taste, but I like these two looks for Cyclops soo much better: 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. |
#47
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Added Jean Grey...
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#48
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I think you're really hitting your stride, Allskulls! Jean Grey gets my two thumbs up.
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. |
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