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Confred's RPG Customs - Chapter 4 - Old Crow!

Confred

Empty Fist Shaking Power Codex Architect
Site Supporter
*New*
Filch (Image and Scramble update)
filch_502677_original.jpg

Filch
Old Crow
old_crow_original.jpg

Old Crow

Archive
Dungeons & Dragons:::::
Mice & Mystics:::::
Spoiler Alert!


Customs without assigned figures:::::

Standard Glyphs:
Glyph of Power Node

Treasure Glyphs:
Glyph Of Accurate Bow <Mice & Mystics>
Glyph Of Acorn Helmet <Mice & Mystics>
Glyph Of Bone Knife <Mice & Mystics><Heart Of Glorm>
Glyph Of Boots
Glyph Of Boots of Acceleration
Glyph Of Boots of Retreat
Glyph Of Breastplate
Glyph Of Breastplate of Bravery
Glyph Of Breastplate of Clutch
Glyph Of Breastplate of Daring
Glyph Of Breastplate of Endurance
Glyph Of Button Shield <Mice & Mystics>
Glyph Of Clawbiter <Mice & Mystics>
Glyph Of Clockwork Grenade <Mice & Mystics>
Glyph Of Collin's Sword <Mice & Mystics>
Glyph Of Dagger <Mice & Mystics>
Glyph Of Enchanted Bow <Mice & Mystics>
Glyph Of Fickle Amulet <Mice & Mystics>
Glyph Of Filch's Dagger <Mice & Mystics>
Glyph Of Ginger Root Wand <Mice & Mystics><Heart Of Glorm>
Glyph Of Gloves
Glyph Of Greaves
Glyph Of Helmet
Glyph Of Leather Breastplate <Mice & Mystics>
Glyph Of Levitate Scroll <Mice & Mystics>
Glyph Of Lily's Bow <Mice & Mystics>
Glyph Of Longbow
Glyph Of Longsword
Glyph Of Lucky Skullcap <Mice & Mystics>
Glyph Of Maginos' Staff <Mice & Mystics>
Glyph Of Mystic Blade <Mice & Mystics>
Glyph Of Needle Rapier <Mice & Mystics>
Glyph Of Nez's Hammer <Mice & Mystics>
Glyph Of Reinforced Shield
Glyph Of Scorching Wand <Mice & Mystics>
Glyph Of Shield
Glyph Of Shifting Cloak
Glyph Of Short Bow
Glyph Of Short Sword
Glyph Of Slicing Dagger <Mice & Mystics>
Glyph Of Smacky Hammer
Glyph Of Spear <Mice & Mystics>
Glyph Of Sturdy Shield
Glyph Of Swinging Rope <Mice & Mystics>
Glyph Of Sword
Glyph Of Tattered Threads of Reason <Mice & Mystics>
Glyph Of Thimble Helm <Mice & Mystics>
Glyph Of Throwing Daggers <Mice & Mystics>
Glyph Of Tilda's Mace <Mice & Mystics>
Glyph Of Warding Staff <Mice & Mystics>

Power Glyphs:
[url="http://www.heroscapers.com/community/gallery/files/4/5/7/1/power_glyph_of_protect_49851_original.jpg]Power Glyph Of Protect[/url]
 
Re: Conefed's D&D Customs

Spoiler Alert!
 
Re: Conefed's D&D Customs - Warden of the Wood / Kobolds

Spoiler Alert!
 
Re: Conefed's D&D Customs - Warden of the Wood / Kobolds

Spoiler Alert!
 
Re: Conefed's D&D Customs - War Ape / Tavern Brawler

Spoiler Alert!
 
Re: Conefed's D&D Customs - War Ape / Tavern Brawler

Nice customs!:thumbsup: What figures did you use for these?

For posting pictures, try right-clicking on the picture and go to properties. It should list the web address there and you can either then use the 'insert image' button or use the
tags. That should allow you to post the pictures.

Using the WAR APE custom (in gallery),

1: Using 'insert image':
war_ape_295843_thumb.jpg


2: Using IMG tags:

war_ape_295843_thumb.jpg
 
Re: Conefed's D&D Customs - War Ape / Tavern Brawler

Spoiler Alert!
 
Re: Conefed's D&D Customs - Now with Pictures

Final Product:
war_ape_original.jpg
Spoiler Alert!
 
Re: Conefed's D&D Customs - Now with Pictures

I like the spellscale sorcerer! Great looking/fitting figure, and interesting stats/special.
 
Re: Conefed's D&D Customs - Now with Pictures

Warden of the Woods is too powerful....in a 500 point army you could have 5 wardens for a possible 11 dice counterstrike for each figure. Use this ability only on a Unique Hero.
 
Re: Conefed's D&D Customs - Now with Pictures

Yet for 90pts you are investing in a 2 life figure and Counter Strike only works against normal attacks.
The power stacking was an intended design challenge.
90pts is the estimated floor.
110 is the estimated ceiling.
 
Re: Conefed's D&D Customs - Now with Pictures

With 5 wardens you would still have 11 defence dice for special or range attack. Another possiblity if you have 2 wardens, 1st warden gives you counterstrike and second would give you extra defense...consider
Wardens X3 -270
Charos -210
Kyntela Gwyn. -20 = 500 pts
If setup correctly Charos defense 11 dice, wardens 8 defense dice each and Kyntela 6 defense counterstrike.

Tavern Brawler is a little confusing in the wording...If I understand you must have at least 2 OM on him, you have a minimum 50% chance to use him (33% with 3 OM and 25% for 4 markers). If your opponent gets a turn with him, he heals, move him 5 spaces and attacks....this is the confusing part... all the you and opponent not sure who he can attack..Can he attack the original owners figures, only freindly army figures, or the opponents army figures???
I did a Viking brawler and allowed him to attack multiple times but never the same figure (imagine a guy swinging wildly at everyone around him)

I like Spellscale but might up him to 60pts
 
Re: Conefed's D&D Customs - Now with Pictures

Tavern Brawler definitely needs work. Especially with Drow Chainfighter upping the power level on 25 pt figures. Currently he just isn't worth the trouble.

Spellscale upped from 50pts to 60pts

And I will muse over the Warden
I really liked the Warden, it was my first favorite. But as with any good custom, the designer must bend to changes.

I like the +2 Bonus / Attack 2, Range 6 / Range 6 relation
For now I will power it down significantly and give one static +2.

Now to figure out the wording,
What I want:
Figures within range get Counter Strike
If the figure already has Counter Strike, it gets +2 Defense once, regardless of how many Wardens are within range.
 
Re: Conefed's D&D Customs - Now with Pictures

Briar Aura
All figures who follow Ullar that you control that are within 6 clear site spaces of a Warden of the Wood receive the Counter Strike ability. If a figure already has counter strike they roll 2 additional defense dice. Figures can only be affected by no more then 2 Briar Auras and only get one defense bonus. Warden of the Wood can not be affected by thier own Aura.

EDIT to include being able to benefit from 2 auras
 
Re: Conefed's D&D Customs - Now with Pictures

Close; I want one Warden to grant CS and the second+ to grant Defense.

Playing around with it, I might allow them all to stack but have the bonus only be +1.
270pts for +3 Defense or +2+CS isn't OP
even 5x for a 500pt army creates little more than a Deathwalker.
Question then is: At +1, is the card good enough to draft?
Is +2 once more fun? If there were 3 or more, it would be easier positioning them. Yes, this is the way I like it - Like herdsmen. The unlimited stacking is a Jandar thing.

Does this work?
BRIAR AURA
All figures who follow Ullar that you control within 6 clear sight spaces of this Warden of the Wood have the Counter Strike special power. If a figure already has Counter Strike, add 2 to its defense dice.This Warden of the Wood's Briar Aura never adds more than 2 additional defense dice and does not affect this Warden of the Wood.
 
Re: Conefed's D&D Customs - Now with Pictures

warden_of_the_wood_174930_original.jpg
Spoiler Alert!
 
Re: Conefed's D&D Customs - Now with Pictures

dread_warrior_original.jpg
Spoiler Alert!

The Rejected By Death seemed awesome on an undead, even though it never went off. I feel That these guys work best in masses and muck up the ground, buying time for more to respawn.
Points drop from 100 to 80
 
Re: Conefed's D&D Customs - Now with Pictures

spellscale_sorcerer_72852_original.jpg
Spoiler Alert!
 
Re: Conefed's D&D Customs - Now with Pictures

Kobold Zombie: I am not a fan of this one. Spoilered is the card and its discussion.
Spoiler Alert!
 
Mice & Mystics!

Mice & Mystics!: I've been daydreaming on and off on this conversion since I discovered the product. After a night and day, here are the results:
Heroscape's smallest heroes: Mice!
Challenge: 5pt, Life 1 heroes
1st draft
SIZE ERROR: The uploaded figures all actually have +1 height to what is shown on their cards. Mice 3; Rats 4; Centipede 4
ART: I have pictures but haven't yet converted them to hit zones.

Nez
nez_original.jpg

Buff; Nez is the tinkerer that fashions the misc into usable weaponry and hones the already usable. Attack 3 Defense 0 called to me.
Lily
lily_original.jpg

Glyph and item grabber, her offensive power was toned downward to make room for Maginos
Maginos
maginos_original.jpg

Ranged Attacker; enhanced by height, items, and Nez, Maginos is a key player.
Filch
filch_original.jpg

Best Attacker; give him weapons and let him go. Keep him adjacent to Nez for greater punishment.
Tilda
tilda_original.jpg

Support; Interesting designing a healer for a 1Life hero squad. Once I had Draw Power in place with Maginos, a defensive version fell suit. I dislike that it doesn't assist against things like web, cyber claw, poisons, and curses - but what can you do? Considering allowing her to reroll blanks because she feels sorry or empathetic for their failings. Rerolling blanks is better, so the worse option is typically better to keep points down.
Collin
collin_warrior_prince_original.jpg

The Leader that keeps the team going.

Scramble and Scatter were too tempting to pass up. I love paying homage.
Scramble evolved from Scatter moving 2 figures when obviously a hero is only 1. Now any 2 things with the ability can be moved, not just any 2 with the same name. Disengage comes from all the heroes having only 1 Life. I toyed with "Stealth Scatter", but scatter doesn't allow anything with scatter - just things of the same name.

"Noble" is a placeholder personality because I haven't actually played the game and don't know the figure's personalities.
Spoiler Alert!
 
Re: Confred's D&D Customs - Now with Pictures

I really like your spellscale sorcerer. I haven't played Mice and Mystics so I really can't comment on your latest creations.
 
Re: Confred's RPG Customs - Mice & Mystics

Mice don't scurry because they're cowards; they do so because they're squishy!

After half a dozen games in round 1 of testing, I can say the games are tense. It's like Russian Roulette - you can die at any time.

Lily was the main figure being tested
Explorer felt good with her moving all those spaces. A strike range of 13 didn't feel intended however. Added a clause, ala {Tracking}, that stops her from being able to attack if she explores:
EXPLORER
After Lily moves, if she is not engaged, she may move again. If she does, she cannot attack this turn.


Collin
Just as I preferred {Lessons Learned} over the existing {Disarm Traps}, {Mouse Hero Bonding} felt off. I don't like the idea of Collin hiding away to minimize OM loss, or of guaranteeing him to be the one that carries the markers. I wanted to utilize the phrase {Born To Lead} as a power, comparable but different - hopefully more flavorful:
BORN TO LEAD
After revealing a numbered order marker from Collin and before taking that turn, you may take a turn with any hero you control that is adjacent to Collin.

I got the tingles thinking of Collin using his natural talents leading nonmice throughout Valhalla.

So far, the strategy is to explore Lily out to fetch glyphs, treasures even better. She's fast and she disarms pesky traps.
Will add Nez or Filch soon to the mix to see how it goes.
 
Re: Confred's RPG Customs - Mice & Mystics

After PLAY TEST Round 2 (Collin, Lily, Nez vs Isamu):
mice_mystics___collin_433134_original.jpg

{Born To Lead} change was just the touch Collin needed. Lily explored to her glyph but was left stranded without Collin's leadership - which opened up positioning decisions with Nez and Collin.
Collin Approved (version 1.2)
PERSONALITY still pending
mice_mystics___lily_497942_original.jpg

The change to {Explorer} also felt correct. She had the opportunity to range attack Isamu after her second move, but after the change she instead was unable to and continued her route to the glyph - to which she easily disarmed with her {Lessons Learned}.
Lily Approved (Version 1.2)
PERSONALITY still pending

Nez didn't get to Tinker, but he did get in some hammertime. After rolling 1's and 2's, the 3 dice felt burly. 0 Defense also felt right. He didn't feel weak, he felt like an aging tough hitting blacksmith armored only with an apron.
ATTACK 3 approved
DEFENSE 0 approved

------
PLAY TEST round 3: Collin + Lily + Nez + Filch (20pts) vs Marcu (20pts)
Collin: Multiple times I wanted to do Collin's actions first and then lead. His 1 Defense keeps his impressive 2 Attack in check.
Lily: Key player in grabbing glyphs. 1st om on Collin and then 2nd on her for the return.
Nez: Once Collin put on his Treasure Glyph Of +1 Defense, he became Attack 3 and Defense 3 - an impressive figure by mice standards. I was beginning to think it too much when Marcu flies in and easily rends Nez. 0 Defense + relevant close quarters power = balancing sauce.
Filch: I like how Filch is essentially unimpressive until he gets a weapon in his paw. In a lulworthy turn, Marcu's Hatred forces him to drop his own Treasure Glyph and run away. Filch, with his impressive Move 6 was able to scurry in and pick up the treasure with his Prehensile Tail and scurry back to where Marcu landed to attack him and again.
Winners: Mice with 1 dead Nez; vs Marcu with 6 wounds.
----
PLAY TEST round 4; Collin-Tilda-Filch-Lily-Maginos{25pts} vs Drow Chainfighter{25pts}
Chainfighter is a beast for his Points and on the Sorocco map is particularly nasty.
Maginos: His attack potential was apparent. Chainfighter Hid however and then Maginos was answered in full. Maginos is slow and squishy, attack potential considered balanced for now.
Draw Power: Do I need to clarify that the defending figure rolls defense only once?
Tilda: Like Maginos, I suspect her boost to be considerable. She however is not affected by her own boost and was taken down easily before contributing in anyway.
Collin: I'm fine with the Lead figure to take its turn before Collin - This order helps somewhat with glyph dropoffs. However, the reverse should be tested.
Filch Had a Treasure, so could attack twice, but the attacks were still just for 1 each.
Lily: In all these battles, I forgot to Scramble - until this one at the end. Scrambling revealed itself to not just be for keeping the group together, but for additional moves towards the next glyph.
Scramble isn't intended to trigger Explorer and I'm not convinced it does, but if it causes confusion I'll figure a way to denote it.
Nez: I assume he doesn't trigger Scramble since he doesn't roll dice for defense. EDIT: He does trigger Scramble - and I'm ok with it.
 
Re: Confred's RPG Customs - Mice & Mystics

Teaser Submission:

I've been working on 50 and counting Treasure Glyphs, 25 and counting Power Glyphs, and a dozen or so figures related to Mice & Mystics.
 
Re: Confred's RPG Customs - Mice & Mystics

MINIONS
rat_jailers_456853_original.jpg

Design Notes:
Originally, I had one card for Rat Warriors. Then as I read the free sample chapter, I figured it would be cool and more thematic to have a card for each different type of rat, slowly revealing tougher foes as the party ventures on.
The Jailers are the party's first encounter and I wanted them to make them the weakest version of Rat.
Defense: The source material has Rats at Attack 2 Defense 2. These are weaker at 2/1, but in their home environment - jails outside of dungeons? nahh - they are equivalent to their more expensive cousins.
Surge: Surge is a mechanic in the source game. There's a surge timer that will eventually repopulate the encounter. So all* the enemies have it. At 20, it's not likely, but it's still a possibility.
now to try them out
CHAPTER 1 - Three brave mice search for their prince.
Rat Jailers {15} vs Tilda, Nez, and Maginos {15}
I purposely chose mice that haven't had much shine.
Map: Sorocco
Glyphs: Yes: unknown treasure: trap = 1-4: wound

Tilda gets squashed before she can do anything.
Test her power working on herself; drop Defense to 1.
10%
Maginos felt good this game. I like his slower, older, pondering Move pace. I like that his Range keeps him relevant.
Draw Power: You get to see what the defender rolls before you choose whether or not to reroll. Some interesting tactics unlock, but is it intentional? Is it right? Should it be?
70%
Nez: Scramble I keep forgetting to use Scramble until after I lose a figure or two. Nez, and perhaps Tilda too, could have survived and perhaps even captured a Glyph.
25%
Rat Jailers are meaner than I expected. Either their Attack needs to drop to 1 or their Points increase to 20.
Testing at 20 points
15%
Rats win easily; Our heroes are captured and brought to a cell where they find whom they've been looking for.
----------------
CHAPTER 2 - Collin leads his loyal companions to escape, but the party is spotted once again.
Rat Jailers {20} vs Collin, Tilda, Nez, and Maginos {20}
Adding Collin tips the scales
Map: Sorocco
Glyphs: Yes: unknown treasure: trap = 1-4: wound


Scramble: I actually remembered to use Scramble! Maginos ventured out too far and was attacked. He successfully defended and then scrambled to height, in that Scramble, Nez moved within 5 spaces of Collin - The next om was on Collin, whom lead Tilda to the Treasure as he regrouped with the now in place Nez.
The next Scramble was with the Arrangement of Tilda-Maginos-Collin with an unrevealed om on Collin vs last Jailer. Tilda had dropped her treasure a turn earlier. The jailer attacked and was defended. Maginos scrambled to range. Nez scrambled forward to replace Maginos and get defended by Tilda, picking up the treasure along the way. Nez ended his move adjacent to Collin to be lead on the next order marker with an impressive 3+1 from Armory Tinker attack. He only rolled 1 skull, but the rat rolled 0 shields.
Scramble should possibly only move figures 2 spaces.
Mice win with little effort.
60%
Tilda: Tested at Defense 1: Her lowered defense increased tension when she got into conflict, which was good - generated empathy. But her Draw Empathetic Power wasn't needed, because like Maginos' Draw Power, the player sees his opponent's attack results before deciding whether to reroll her defense. For simplicity's sake, this might still be fine. Another proposal is to get her power to trigger off of Blanks instead of Shields, but that is a power boost I'm not ready to explore.
15%
Collin: The apparent reason why this went so much better was the additional moves and attacks given by Collin. Is Collin too good for 5 pts?
80%
Maginos: The rats attacked Maginos twice and he successfully defended, but he also failed to connect his attacks. His Draw Power special power feels good despite the concerns. He seems both appropriately strong and appropriately weak.
80%
Nez: For the most part, Nez feels like the odd man out - That is until he can either Attack or Tinker. After rolling 1 and 2 dice, Nez felt glorifyingly burly.
35%
Rat Jailers: Dungeon Defense feels good. Attack feels right (though they kept whiffing or 1-skull-vs-1-shielding). 20 Points is correct.
40%
Surge: Triggering after the move felt awkward; stopping to roll the 20-sided die and look at Army Cards was a gearshifter that affected momentum. Perhaps either Surge triggers after attacking or before moving. Figures returned with Surge - especially those on the same Army Card - feel like they should be able to join the assault immediately. With that said, having a difficult roll on a cheap figure felt correct and didn't stop me from cheering the dice on.
30%
The mice search for more treasure.

TREASURE GLYPH: Get on with it Cone! What Treasure did they find? What are they bringing with them to their next journey?
Spoiler Alert!

The treasure and its story were chosen at random
 
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