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USAgent
02/12/2003, 12:24
I came up with a few new super powers let me know what you guys think.

Teleport: Blue circle on the movement. Optional. This character can appear suddenly and make a close or ranged combat attack.
This character may only teleport within its allowed movement as printed on the dial, then make a close or ranged combat attack, after making the attack you roll one six sided dice, on a result of a 1 or 2 the character can only teleport a quarter of its movement away from the opposing figure, on a result of a 3 or 4 the character can only teleport half of its movement away from the opposing figure, on a result of a 5 or 6 the character can teleport its entire movement. This Character only fails to break on a roll of 1.


Mimic: Dark blue circle on the damage. Optional. This ability does not cost an action to use. Once during your or your opponents turn this character may copy one super ability possed by an figure with a lower point value on any opposing team. The character thats superpower is to be copied must be no more then 10 spaces away from the character with mimic.


Paralyze: Green circle on the attack. Optional. This can either be a close or ranged combat attack. The character must make a succesful attack, there is no damage dealt if the attack is succesful. Instead the paralyzed character may not move on the opponents next turn, the figure is not given an action token, it simply cannot move, it may however be carried by a flying figure.


Super Nova: Red circle on damage. Optional. As a last ditch effort this character can create a huge blast wave that spreads in all directions. This characters damage and attack value is doubled, his/her range is halved, roll two six sided dice comparing the roll to every figure in his range. Add up the amount of damage dealt to all characters, then click the character that used super nova that many clicks.


Blast wave: Black circle on attack. Optional. This character can send a wave of energy to hit many opposing figures at once. Make a ranged combat attack, rolling two six sided dice, comparing the total to the target or targets. If the attack is succesful this character deals its normal damage to the opposing figure or figures closest to hm/her, if there are any opposing figures in base contact behind the first ones hit, they also take damage minus one of the normal damage the character inflicted, likewise for any figures behind the seond rank.

sluggo
02/12/2003, 13:10
Teleport - You made it too complacated. Keep the movement and attacking the same as HSS that system works fine. Just allow the teleporting character to phase and carry people (but if the character is carring another they can't attack). I think this keeps it simple and gets the point across.

Mimic - very cool, but I'd only allow figures to mimic powers from characters who are next to them - for example, Rogue.

krzysztof
02/12/2003, 13:53
Teleport - like sluggo said, too complicated. They tried to emulate teleporting with the Nightcrawler fig by giving him hypersonic speed and high movement value. This might not perfectly represent his power but it's pretty good.

Mimic - how many characters would actually have this power?

Paralyze - that's sort of what Incapacitate is. No need to have another.

Super Nova - waaaaaaaaaaaaaaaay too powerful

Blast Wave - Isn't this Pulse Wave?

omrac77
02/12/2003, 13:59
what are yew people talking about.........its not complicated in any way......you obviously dont understand the rules now and how to manipulate them into your game......you best be reading your #### tonight for homework

XSuicidalX
02/12/2003, 13:59
I really liked Mimic but I think the others were too complicated or silly

Mimic power needs to be made so they can make Mimic and be close to finishing the Brotherhood team

mylo1wagner
02/12/2003, 14:02
I think Teleport shold be like the Green Lantern team power.

But they DO need teleport. Phasing and Hypersonic just don't cover it.

krzysztof
02/12/2003, 14:13
Originally posted by omrac77
what are yew people talking about.........its not complicated in any way......you obviously dont understand the rules now and how to manipulate them into your game......you best be reading your #### tonight for homework

You obviously don't understand the meaning of the word "manipulate".

Yes, I understand the rules, and there are quite a lot of them, which is why I don't want to see any more added to Heroclix. The game should be something people can pick up and play easily without a phonebook sized manual.

DeadDale
02/12/2003, 15:50
I was also think of this super power for a Evil Ernie or Dracula character.

Raise dead/Call minion.
Once per character's turn the character can bring one less than 15 point character into play. The chacracter would come into play adjacent to character doing the "raising". It move count as a move equivilent action.

what do you think?

dolemite199
02/12/2003, 16:28
USAgent,

Your teleport description requires up to two dice rolls to effectively use. The actual attack roll, then the roll to determine movement after the attack. You should make this like charge and running shot combined. Halve the characters movement. Then allow them to make a close or ranged combat attack. Also, a figure with teleport should always be able to break away. This gives you the same effect of movement+attack.

krzysztof,

Mimic - how many characters would actually have this power?

Absorbing Man and the mutant Mimic just to name a few.

Here is a new power for you.

Rejuvination: Attack Super Power.

Give this character a close combat action. Ignore all modifiers for the attack roll. If the roll is successfully, you may remove one action token from the target figure. If a figure were pushed when they had a token removed they may perform an action this turn, but still suffer push damage. This super power may be used while in close combat with opposing figures.

Thorgrin
02/12/2003, 16:56
I think the teleportation has potential, though it could be simplified.

Make it kind of a cross between phasing and hypersonic speed.

Basically the character can move their full movement and still make an attack, but unlike hypersonic speed, they can't move after the attack (unless they just happen to land by someone that has TK or is a flyer).

The way to limit the abuse of this would be make the speed of the character fairly low, like 6 or so. That way they just don't go plopping around the board.

As far as paralyze... Hmmm, incapacitate is almost a better option as you give them a token. If they decide to push, then they take damage or if they already have a token, they get another and can't do anything anyway. Also, wouldn't really be easy to mark said character. Not like there's any "paralyze" tokens out there as is.

I also like mimic, though maybe it should be a power that can be done from any figure that is within LOS.

Another power I was thinking about is a lower version of superstength. Maybe call it extraordinary strength: Figure can pickup and use light objects and can throw objects at a range of 6 or attack using a close combat action and adding +1 to damage. Kind of for figures that are in between massively strong guys and normal people. Also good to represent when a figure is starting to tire out (like hercules, thor, etc).

Paradox
02/14/2003, 09:00
teleport should be to any were within the line of sight

USAgent
02/14/2003, 09:28
I apologize for the way some of the new powers i came up with are written it was kinda hard to put into words. clarifications, are in order.

For teleport i didnt make it line of sight because of the teleporters i have read. Nightcrawler no longer needs line of sight, Zero never needed line of sight, Pilgrim never need line of sight. I know this isnt exactly like the comic books but to give a teleporter line of sight would just make him a ranged combtant that hurls his body at the enemy. the reason i gave the dice roll explanation is cause for most teleporters its like flexing a muscle to use the ability, Nightcrawler needs to take in a full breath to teleport, and after cracking Bane in the face with a punch, i think its only fair to make his movement away from Bane shorter by chance.


Blast wave was impossible to word let me try and clarify. Lets say they make a Onslaught fig. he should have blast wave, the way the ability works is like this. Onslaught makes a ranged combat attack to Mr Fantastic, behind Mr.F is a hydra medic and a Toad. I roll for the attack compare the result to all the defenses, if it hits it works like this, Mr.F take the brunt of it lets say 4, Toad and the medic only take 3, the wave would weaken after going the distance, yes its alot like energy explosion, but the characters in behind the ones closest to the main target or targets get hit for one less the damage. If there happen to be a Goth. pd behin toad and the medic he would take 2. hopefully that clears it up.


Mimic shouldnt be line of sight either for the fact that characters like Mimic, Morph, Apocolypse dont need a line of sight, i think by making it a lower point valued character that you have to mimic is fair enough.


I did come up with another one but i didnt post it rethinking it i figure wth.

Endurance. Black circle on the shield. A figure with this power would be the only one that can take more than one action on a turn basically you could move him/her then attack but he or she would be pushed. and take a click of pushing.

Melkoloran
02/14/2003, 10:48
I definitely liked Mimic. I don't know so much about the rest.

Aron
02/14/2003, 10:58
I think Mimic should copy the assosciated stat as well - without losing the power in the slot, to make it a bit more useful.

"You may copy any one super power and assosciated statistic from any one opponent's fig within 10 squares. You may use that power and stat, as well as any assosciated power already on that slot on your figure until the beginning of your next turn or until Mimic is outwitted."

Ex. allowing you to copy invulnerability, while letting you keep super senses active. And allows you to copy an attack or damage value from an opposing fig without losing a more useful power on your fig (say super strength and an atack value of 12, - SS being useless on the mimic character, but the 12 attack, and the say, psychic blast on your mimic figure being able to be used in combo might be nice)

Super powers that would be useless to mimic under this wording:
Leadership, Super Strength

An alternative would be to "copy any two powers and assosciated stats from any combination of one or two figures within 10 squares" instead - but that would have to increase the cost of the power considerably. (that would let you charge w/SS allowing it to not be useless)

Imagine if they made that a team ability though (like rumors suggest that con artist has a perplex team ability - which I sincerely doubt)... That would be insanely powerful.

hoffmandu
02/14/2003, 13:11
How many figs are going to have teleport to actually warrent a super power....not many.

Random
02/14/2003, 13:15
Not many? in marvel alone, off the top of my head let's seee.....
Nightcrawler, Magik, Blink, Spot( yes he's horrible) Cloak, enchantress, Mojo, SPIRAL!ummm any others?

there's Eight. Heck they created Hypersonic just for Flash, and THEN gave it to other people.

darkkard
02/17/2003, 18:44
I saw somewhere a post for a power called Espianoge (sp?). My appologies to the original person who posted it for not giving credit where due, but I took the idea it spawned in my brain and came up with this...

Espianoge: Roll one die, on result of 4,5,6...choose one opposing figure as a target (line of sight required). If successful, your figure's espianoge abililty has stiffled the target. You have caused them to divert their attention to something outside of the conflict at hand. The result is that the target cannot be used by your opponent on his next turn.

Mr Streator
02/17/2003, 19:07
My idea:

Atmosphere: Probably a defense power. Movement is reduced by half for all opposing figures within 10 squares of his figure. Also, flying character cannot soar when within 10 squares of this character.

Reserve this power for very powerful versions of characters like Storm or perhaps a remade Magneto. It represents their ability to create fields in the atmosphere that hinder movement.

-Streator

Wonder Warthog
02/17/2003, 19:13
Originally posted by DeadDale
I was also think of this super power for a Evil Ernie or Dracula character.

Raise dead/Call minion.
Once per character's turn the character can bring one less than 15 point character into play. The chacracter would come into play adjacent to character doing the "raising". It move count as a move equivilent action.

what do you think?
This would have to be handled more like Necromancy in Mage Knight (i.e. you could only bring characters of yours that had already been KO'd back into play, your opponent would still get points for the previous KO and if the returned character got KO'd again your opponent would get points for him again).

darkkard
02/20/2003, 12:00
Originally posted by Mr Streator
My idea:

Atmosphere: Probably a defense power. Movement is reduced by half for all opposing figures within 10 squares of his figure. Also, flying character cannot soar when within 10 squares of this character.

Reserve this power for very powerful versions of characters like Storm or perhaps a remade Magneto. It represents their ability to create fields in the atmosphere that hinder movement.

-Streator

An Interesting idea. I thought of a power I called Hesitate. It can be used once on your turn and once on your opponents turn (no action needed). Must have line of sight. Targeted figure's movement is reduced to half (rounded up). I was thinking of Tempo from the Mutant Liberation Front, But I could also see it working for Storm or Magneto.

Yohan
02/20/2003, 12:58
My friend Hotsauce thought of this really cool power called Sniper. Sniper would allow a figure to shoot any figure within its range without having to worry about line of shot to that figure except in the case of Blocking terrain. I think this power should be given to people like Punisher,a new Bullseye,Forge,Longshot and maybe Cable to give them a different play experience then other figures and to keep Punisher and other humans from just being upgraded Shield figures. I think it would add a new look to the game without making it more complicated.

Yohan
02/20/2003, 13:06
I forgot to add this but what if Sniper could also allow the figure to shoot people with Stealth. Would it be too powerfull in that case?

darkkard
02/21/2003, 12:38
I am working on a set of new powers (for house rules). I am trying to set up a system that will allow my friends and I to create our own custom heroclix "characters", and then use them for an HC campaign.

Here are two powers I came up with. I am going to post the basic idea of them. I have a much more detailed description of each that I am working on. You will see how these would simulate what you are suggesting...

Pierce - roll 1 die. on a 4,5,6 (this allow you to locate the target) you can make ranged attack thru blocking terrain. for every wall the shot goes thru, subtract 1 damage. every full square that the shot goes thru, (i.e. the airconditioners on top of the outdoor 4 buildings map) counts as 2 squares. ---* example a charater with a "natural" damage of 3 shoots thru a wall, does 2 damage. Shooting thru a full square of blocking terrain, they would do only 1. Thru 2 walls only 1 damage. etc.

Enhanced Senses - this allows you to "sense" those in stealth. also to sense those using invisibilty, which is another power I added to my custom powers. I am working on a master list in what little spare time I have. I only wish I had the $ to get Adobe Illustrator so i could do some custom dials. :(

rejamison
02/21/2003, 13:49
I've always thought it would be cool to add abilities that any figure could use. As in:

- A figure with no tokens can immediately push to perform an all-out attack which does 2 extra damage, if it hits.

- A figure may may make an attack roll to "hold" an adjacent enermy figure. This attack does no damage, but lowers the enemy figure's defense by two. This shouldn't work on figures with SStr or CCE, unless the attacking figure also has SStr or CCE. (You could make that one a power and call it Jujitsu).

- Choose a number (X) of clicks which is less than or equal to the number a figure has left. Add X attack and X/2 (round down) damage to the character for one attack. After the attack is resolved the figure takes X clicks of damage. If the figure is KOd, the opposing player receives points as if the attacked figure had KOd the figure.


Here's some power ideas:

- Spy. Give your opponent control of one of your figures. This figure is considered part of your opponent's army and is fully under their control. During your turn (of your choosing) you may take an action to perform a treachery roll. Roll 1 dice and on a 4, 5, 6. The figure comes back under your control. Otherwise, the action is wasted and the figure remains under your opponents control.

- Confusion. Target an opposing figure. This figure and any adjacent opposing figures are confused. Mark them each with a confusion token. Figures with a confusion token cannot be given an action other than pass. During your opponents turn, any of his/her figures can make a single die roll of 4 or better to remove all confusion tokens. Each roll is an action, but multiple figures can make this action. If the figure has leadership, they need only roll a 2 or better to clear tokens. In any event confusion tokens are removed at the start of your next turn.

- Taunt. Make a ranged combat attack with range 4, against an opposing figure. The figure's owner must immediately move his figure adjacent to the taunting figure. The figure must still perform any breakaways, etc, but may take any legal route, picking up objects, etc. If no legal route exists, the taunt is cancelled (other than due to failed breakaway). Figures with battle fury have a -2 defense when they are the target of this attack. Mark both figures with an action token, pushing if neccessary.

- Time travel. Take a move action and remove a friendly figure from play, but mark their position with token. Any time later in the game during your turn, place the figure anywhere within that figure's movement rating of the token marking the spot where he time travelled. Mark the figure with a token. If at any time, the time travelling figure is the only friendly figure in play, it's points are subtracted from your point total, and it is removed from play.

- Improved shapechange. When building your team, replace the figure with improved shapechange with any other figure, regardless of point value. During play, this figure is considered to have all the statistics (including flight, range, etc.) of the figure replaced. The substitute figure may only use powers shared by both itself and the original figure with shapechange. The substitute figure MAY use any team abilities it has. If the substitute figure is ever attacked or performs an attack, the substitute figure must be replaced with the original figure, before the attack roll is made.