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View Full Version : Returning to the essence of the characters.


Veggiehater
04/24/2010, 01:39
Hi there. I just recently found out about the dial code integration on HCRealms and I must say I'm hooked on creating custom dials! I thought I might try sharing a few with the community to see what you all think about them.

Now one thing I try to do when creating custom dials is to as much as possible "capture the essence" of the character in mind on my fantasy dials, while still remaining balanced and playable.

I'll post several here, sharing my thought process on the matter. Feel free to let me know you agree or disagree with me, since friendly discussion is my #1 goal with these posts.

With keywords I try as much as possible to avoid overtly generic ones but wont refrain giving them to my custom dials if they are appropriate. Some of course are *made up* just like the rest of the characters' dials. :p

Let's start with someone familiar to us all and who's gone through numerous iterations here in the Dreams and Desires forums as well as in the real game itself... Superman.

Oh great... another Superman. Well for the most part I feel Wizkids has done a pretty good job translating his character into clix form, however I personally feel that most Superman figures favor ranged combat a little too much. Superman when I imagine him, and in the numerous comics and other media I've enjoyed primarily fights in close combat so I wanted to emphasize that on my version's dial.

Experienced Superman
Team: Superman Ally
Range: 8 :bolt:
Points: 190
Keywords: Kryptonian, JLA, Trinity, Metropolis, Reporter
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:star:Protector of his adoptive people: Superman may use Defend
Speed - Faster than a speeding...: Give Superman a power action: He may move up to his speed value and as a free action make a close combat attack.

I decided to forgo any clicks of Hypersonic Speed or RCE on this Superman. With a full move charge like special power I feel like this gives a decent representation of Superman's speed while still encouraging close combat. Another thing I've noticed is that on most Superman figures he's given lowish combat values, presumably to represent how he tends to hold back at the start of an encounter. This is why I've chosen to give him Quake at the top of his dial instead of Super Strength and stats that ramp up. This way he doesn't come in looking to completely destroy his opposition but still tries to show that he's got incredible power and potential. Also, I think the AVs I've given him are fair for his power levels and points. Speaking of points I think 190 might be fair but this I wouldn't disagree if anyone feels that this dial should be closer to 220 or so. It's hard to eyeball points on custom figs.

One last note on Superman I decided to give him a full dial of defend as a way to represent how he's always looking out for his fellow heroes and citizens of Metropolis.

Unique Doomsday
Team: Masters of Evil "equivalent"
Range: 0 :bolt:
Points: 300
Keywords: Brute, Monster
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:star:Engine of Destruction: Doomsday can use Flurry.
Defense - Unstoppable: Doomsday can use Invulnerability. When you turn Doomsday's dial as a result of him taking damage, stop turning the dial when Unstoppable appears on the stat slot.

This one was a fun dial to design. Even though I'm not too big a fan of the Doomsday character I think it would be fun to play a few games with a truly dangerous representation of "Superman's Killer." I think Wizkids got real close to a great representation with their later version of Doomsday but didn't quite go the distance to fully represent his danger level. For the most part there's not really much different you can do with a character like this, the only thing I'm worried about is maybe a with a full dial of Flurry and unlimited pushing potential that he might be a little too good for the points even at a whopping 300 with 0 range. What do you think on this?

Experienced Wolverine
Team: None
Range: 0 :bolt:
Points: 108
Keywords: X-men, Weapon X, Martial Artist
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:star:Healing Factor: At the beginning of your turn heal Wolverine 1 damage.

Keeping with the simple dial design, here's my take on Wolverine. I gave him a relatively high point cost to (hopefully) balance out his very powerful trait. As for powers go well B/C/F is obvious. Stealth and Super Senses up front shows him in "hunt mode" before he launches into a full head on attack with charge and combat reflexes. On his last 2 clicks I gave him Battle Fury and Flurry to represent his primal rage.

Experienced Magneto
Team: Brotherhood
Range: 8 :bolt: :bolt:
Points: 155
Keywords: Brotherhood, X-men, Genosha, Avalon
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:star:Master of Magnetism: Magneto may use Super Strength. Attacks using objects made against Magneto deal 0 damage.

Sticking with the mutant theme, here's my take on one of my favorite villains. I find it tough keeping out my biases when designing characters I really like. I personally feel I'd design a terrible Dr. Doom my favorite comic character since I'd be prone to make him too powerful, hopefully this isn't the case with Magneto. This one is fairly straightforward I just wanted to make sure to represent how futile it would be to attack the Master of Magnetism with lampposts, dumpsters and the like, hence the trait. Of course he can full control the objects so I made sure it wasn't a purely defensive power hence the Super Strength, even though we don't typically associate Magneto with physically lugging around (mostly) blunt instruments. :p

Finally two more of my favorite villains:

Experienced Lex Luthor
Team: DC - Calculator
Range: 6 :bolt:
Points: 90
Keywords: Lexcorp, Secret 6, The Society, Injustice Gang, Legion of Doom, Scientist
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Attack - This city is mine!: Give Lex Luthor a power action: Counter a power on any opposing figure on the battlefield.
Damage - I know your weaknesses: Lex Luthor may use Psychic Blast and Exploit Weakness

Unique The Joker
Team: Batman Enemy
Range: 6 :bolt:
Points: 90
Keywords: Arkham, Gotham Underworld, Injustice Gang
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Damage - Nefarious Plot: Give Joker a power action and place 2 action tokens on him. Place an action token on all opposing figures. Friendly characters that share a keyword or team ability with The Joker gain +1 attack for the remainder of your turn. Use this power only when The Joker has 0 action tokens and is not adjacent to an opposing figure.

With these two I tried designing support type pieces since they are rarely in the thick of the action. However I wanted to somehow represent how powerful they are even as *non-powered* individuals, so rather than just giving them the usual perplex, prob control and outwit I tried to come up with other indirect ways to show how they exert their influence on a story and this is what I came up with. Joker of course is "unique" to prevent completely locking down your opponents turn after turn without having to make any rolls.

Of course when the battle is taken to them they both have ways to fight back otherwise they might as well have just been event dials. Direct combat however is not their forte, so I gave them relatively shallow dials while still trying to keep them somewhat dangerous, appropriate to their statures in comicdom.

Thanks for reading this far! Hopefully you've enjoyed reading this as much as I have putting this together. I have dozens more dream dials that I can share if people are still interested but I decided to stop with these before this post ended up becoming an even bigger wall of text to plow through. Again let me know what you all think, I'm looking forward to any feedback.

TalonMC
04/24/2010, 10:57
You've got some interesting ideas in there. Keep 'em coming. :)