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Eh I would've just made it cost 10 pts and be done with it. Most Team Abilities don't cost 10 pts, and those expensive ones just get a small bargain (but you still need someone with the same non-generic keyword to copy it from).
Christ did not come to condemn the world, but to save it.
I gotta say, it's a real shame that none of these are 'real' feats. I could definitely see using some of them at my venue if they were.
Still, considering the RPSC considers them 'legal', I definitely look forward to using some of them there.
Thanks! You can always run a home game with a friend or two and use them. Converting others to the "Dark Side" is done one at a time...
Quote : Originally Posted by Space Jawa
Yeah, wordy would be one way of putting it. I'm still having trouble figuring out exactly how it works.
All it says is this:
You build your team first:
OotS Batman
BatB Robin
Nightwing
Black Canary
Sargon the Sorcerer
SR Alan Scott
You want to place Affiliate on SR Alan Scott.
If you pay 40 points, you can give Alan Scott the Mystic Team Ability OR the JLA Team Ability OR the Batman Ally Team Ability since Sargon and Black Canary and Nightwing share a keyword with Alan. The team ability is chosen at the start of the game (think Thunderbolts) and can't be changed.
Now because you have an additional Robin and Batman who both have the Gotham City keyword shared with Allen and the Batman Ally Team Ability, you could spend just 30 points (40 for using Affiliate with Nightwing and -5 for Robin and -5 for Batman) and Alan Scott would only be able to use the Batman Ally Team Ability from his team.
Alan Scott would not be able to choose Mystics or JLA because he paid only for using a Team Ability used by 3 figures - in this case the Batman Ally.
So you pay a cost based on what you have on your team and then you have access to 1 team ability for that battle.
Hopefully that clears it up.
Visible Dials and Pushing Damage need to be optional. This is the way.
Eh I would've just made it cost 10 pts and be done with it. Most Team Abilities don't cost 10 pts, and those expensive ones just get a small bargain (but you still need someone with the same non-generic keyword to copy it from).
True. Here are the two reasons why I didn't:
1) Defenders keyword theme team:
AV Silver Surfer
V Valkyrie
LE Samantha Parrington
Namor
Gargoyle
E FF Dr. Strange
Using Affiliate on Silver Surfer, he gains the Defenders Team Ability for a cost of 20 points. Maybe its too pricey, maybe its not.
Using Affiliate, Namor spends 40 points and can use the Power Cosmic team ability. Pricey? For some, yes.
Under a flat 10 point price, Defenders may work in this instance but PC does not. Its too good.
2) I didn't want to restrict players to using only keyword theme teams to gain the ability to associate a figure with a missing team ability. In the future I can make a version that is cheaper when restricted to keyword themes only but sometimes you want to use a wider swath of pieces.
Like I said in the write-up, not all feats are winners. I'm sharing the ones that came out great but also the ones with warts on them.
As they say, "One man's trash..."
Visible Dials and Pushing Damage need to be optional. This is the way.
As I've mentioned before, one thing that bugs me is when you are paying for a power and you can't use it. Or worse, a good strategy makes for a power to become useless.
Enhancement is today's focus. Great power - adding to damage to adjacent, friendly, ranged attacks. See all those commas?
Know anyone who has Enhancement that wants to fight? And wants to fight in close-combat? It can make the rather low cost power kind of a waste.
Well fret not, semi-believers, I give you Subtle:
How does the "Skrull ability" connect to Enhancement? Enhancement is the quiet way of delivering more damage and an oft over-looked power. I translated that to a chance of going unnoticed - but only when there was no opportunity to have used Enhancement.
Visible Dials and Pushing Damage need to be optional. This is the way.
I agree with Tyro on this one, I think most of the time players are just going to use Affiliate to "fix" pieces that "should" have a certain TA to match the rest of your team, so you're only going to be paying 10 or 15 points for it. An example that immediately leaps to my mind is V Enchantress on the Shadowpact; when Collateral Damage was first released Enchantress was best known as a longstanding member of the Suicide Squad, so that's the TA she got for her E and V. But when keywords were later added she and the rest of the Shadowpact had just made their debut, so they decided that the V dial now represented her time on her current team, regardless of the TA. What worse is that they didn't give the Suicide Squad keyword to the Vet dial, so even though she has the TA she breaks theme for a Squad team... WTF? Affiliate fixes at least one of these problems. Another good one that pops to mind are some of the DC villain teams like Secret Society of Supervillains and Legion of Doom, and others that have several members with Calculator TA. The option to make some of these characters wildcards could vastly improve their playability.
The Power Cosmic/Quintessence issue could create a lot of other issues with characters like Odin or "gifting" other Asgardians with PC for 10 points a head, but at 40 points this isn't such a worry. I still think I might play a PC Namor at 190 points though, as an un-outwittable, pushing-charging-flurrying beast like him would be pretty scary. I'd say you'd get your money's worth at 190 points, without falling into the "broken" range. Another potential combo would be Phantom Stranger on the Justice League of America team, giving Quint to SR Barry Allen makes him comparable to KC Flash, or for a truly scary force you could create a 291 cost V Icons Superman.
"Hold" is a nice feat (I like feats that cost 5 or 10 points) that is useful for a certain class of figures. My primary issue with it is that for it to help lower the defense of well-guarded targets the Incap first has to succeed with an attack, which is the problem to begin with. There are some high-attack low-damage Incap pieces that this makes sense for, they set up the shot for their lower-attack higher-damage allies to take advantage of. But there are also lots of low-attack incap figures that this would just be a wasted 5 points for. Which is fine, not every feat needs to be a great choice for every characters that meets the prereqs. But I would like to see a feat that is useful for those little guys someday.
Like, "Slow Down", Prerequisite: Incapacitate. Cost: 15 points.
Choose a character. Give this character a power action: target opposing character within range and line of fire modifies its speed, attack and defense values -1 until the beginning of your next turn.
Or something like that. You're better at working out game balance and point costs than I am, but the point is that even a weak little incapper from Indyclix could potentially help pile on an opponent and hamper it enough for your friendly figs to actually put some hurt on.
I agree with Tyro on this one, I think most of the time players are just going to use Affiliate to "fix" pieces that "should" have a certain TA to match the rest of your team, so you're only going to be paying 10 or 15 points for it. An example that immediately leaps to my mind is V Enchantress on the Shadowpact; when Collateral Damage was first released Enchantress was best known as a longstanding member of the Suicide Squad, so that's the TA she got for her E and V. But when keywords were later added she and the rest of the Shadowpact had just made their debut, so they decided that the V dial now represented her time on her current team, regardless of the TA. What worse is that they didn't give the Suicide Squad keyword to the Vet dial, so even though she has the TA she breaks theme for a Squad team... WTF? Affiliate fixes at least one of these problems. Another good one that pops to mind are some of the DC villain teams like Secret Society of Supervillains and Legion of Doom, and others that have several members with Calculator TA. The option to make some of these characters wildcards could vastly improve their playability.
Good example. At least that is what I was going for.
Quote : Originally Posted by GarganisScorpion
The Power Cosmic/Quintessence issue could create a lot of other issues with characters like Odin or "gifting" other Asgardians with PC for 10 points a head, but at 40 points this isn't such a worry. I still think I might play a PC Namor at 190 points though, as an un-outwittable, pushing-charging-flurrying beast like him would be pretty scary. I'd say you'd get your money's worth at 190 points, without falling into the "broken" range. Another potential combo would be Phantom Stranger on the Justice League of America team, giving Quint to SR Barry Allen makes him comparable to KC Flash, or for a truly scary force you could create a 291 cost V Icons Superman.
Just don't forget, in the case of V Icons Superman, you've invested the cost of Phantom Stranger as well - so "technically" its 211 points (171 for Phantom Stranger & 40 for Affiliate) to get Superman the Q TA. Sometimes it might be better to use Fortitude + Endurance for 30 points.
Quote : Originally Posted by GarganisScorpion
"Hold" is a nice feat (I like feats that cost 5 or 10 points) that is useful for a certain class of figures. My primary issue with it is that for it to help lower the defense of well-guarded targets the Incap first has to succeed with an attack, which is the problem to begin with. There are some high-attack low-damage Incap pieces that this makes sense for, they set up the shot for their lower-attack higher-damage allies to take advantage of. But there are also lots of low-attack incap figures that this would just be a wasted 5 points for. Which is fine, not every feat needs to be a great choice for every characters that meets the prereqs. But I would like to see a feat that is useful for those little guys someday.
This is where planning and using your powers correctly helps. I've tried to avoid creating many no-brainer Feats (see first post). I didn't want an auto-choose feat. In this case, by modifying your Incappers attack value and using PC to make that hit - you gain a modification for your entire team. Its good use of powers. C'mon now - you still gotta play...
Quote : Originally Posted by GarganisScorpion
Like, "Slow Down", Prerequisite: Incapacitate. Cost: 15 points.
Choose a character. Give this character a power action: target opposing character within range and line of fire modifies its speed, attack and defense values -1 until the beginning of your next turn.
Or something like that. You're better at working out game balance and point costs than I am, but the point is that even a weak little incapper from Indyclix could potentially help pile on an opponent and hamper it enough for your friendly figs to actually put some hurt on.
I know what you mean. Some pieces are just not designed to go after the Thanos' and Ares of the world - and I don't think that is a bad thing. I've got loads of other feats and more made and maybe some of those will fill a niche you are looking for. And there is nothing stopping anyone from creating your own for your group.
Thanks for your thoughts!
Visible Dials and Pushing Damage need to be optional. This is the way.
You build your team first:
OotS Batman
BatB Robin
Nightwing
Black Canary
Sargon the Sorcerer
SR Alan Scott
You want to place Affiliate on SR Alan Scott.
If you pay 40 points, you can give Alan Scott the Mystic Team Ability OR the JLA Team Ability OR the Batman Ally Team Ability since Sargon and Black Canary and Nightwing share a keyword with Alan. The team ability is chosen at the start of the game (think Thunderbolts) and can't be changed.
Now because you have an additional Robin and Batman who both have the Gotham City keyword shared with Allen and the Batman Ally Team Ability, you could spend just 30 points (40 for using Affiliate with Nightwing and -5 for Robin and -5 for Batman) and Alan Scott would only be able to use the Batman Ally Team Ability from his team.
Alan Scott would not be able to choose Mystics or JLA because he paid only for using a Team Ability used by 3 figures - in this case the Batman Ally.
So you pay a cost based on what you have on your team and then you have access to 1 team ability for that battle.
Hopefully that clears it up.
I think so, but I still think there has to be an easier way the feat could have been worded to make it sound less confusing.
I have (thanks to brojase) an account on Box that allows me to store files for download. It is free. Currently I have pdf files for all of the older sets that didn't have cards for the characters as well as a sub-folder for an excell sortable keyword list. If you like, I can add a folder for your feats and BFC's, and can have them both as pdfs or digital files. Let me know. Here is the site if you want to look: http://www.box.net/files/0/f/3255757...57570/hcrealms
It has been a long time since I've updated this thread.
So to welcome myself back, I'll share another custom feat.
One reason I've always enjoyed feats is they allow me to fix a design flaw in a figure. Now some might say the design was intentional - and it may be - but with Feats, for a few points, you can take a mediocre figure and shove over the line to decent.
Big bruisers have had lots of struggles from game design. They either get saddled with low attacks or low damage.
Exhibit A:
jl051 U Lobo
Team: No Affiliation
Range: 6
Points: 207
Keywords: Brute, L.E.G.I.O.N., Monster, Warrior
8
10
18
3
8
10
17
3
8
9
17
3
8
8
17
3
7
8
17
3
7
8
16
2
6
9
15
2
6
9
14
2
6
10
14
2
6
11
14
2
KO
KO
KO
KO
KO
KO
KO
KO
(Speed) Nobody Rides This Hog but the Main Man: Lobo can't carry characters. This power cannot be canceled.
(Attack) Bounty Hunter: Before the beginning of the first turn of the game, choose an opposing character; Lobo modifies his attack value by +2 when attacking that character. When the character is KOd or eliminated, immediately choose a different opposing character to be the target of this ability.
If ever there was a WTF dial, its got to be this guy. At 207 he can't hit ANYONE!
I swear I did not alter her values - those are what game design thought "accurate". For 400 she's going to struggle hitting anything over a 16.
Well no more (sorta). Because a 200+ point beast should scare the you know what out of smaller targets, I give you Intimidate:
Now you can tweak your overpriced chosen piece a hair for a moderate 7 point cost given certain circumstances.
You'll notice this is reserved mainly for 200+ point figures. No cheesing out your PoS Bullseye - he has efficiency built in already. Not so for Phoenix and Lobo here.
You'll also see the much requested Keyword addition. Rather than only limit it to figures that are too expensive, I added two keywords that I feel would be intimidating: Warrior and Monster
Monster fits Intimidate well and several have less than amazing damage and attack values. Venom springs to mind as a figure that has a lot of below average stats, for example, or my boy Arkham Asylum Bizarro.
Wanting to expand their use (some players have complained of narrowness) - I scanned through the keywords to find another one that had less "love" and Warrior came up. (Note: this was pre-Hammer of Thor). Artemis, Lashina, Silver Savage and SI Hercules (2 damage? Seriously).
To balance this feat, I added two things:
A) The attacker must be within 6 squares. This eliminates the long range blast from you know where. Its accurate because a beasty isn't nearly as scary 100 yards away as it is 10 feet away.
B) This only works on figures cheaper than the attacker. I think this was an important consideration to prevent high cost figures from being "intimidated" by piddly losers half their cost.
So there you have it, folks. I'll update this again from time to time as I finish off the rest of my feats and ATA's. And if anyone ever uses them and cares to share how it went, I'd love to hear about it here.
Thanks for reading!
Visible Dials and Pushing Damage need to be optional. This is the way.
The thing I've always like about your feats, Tyro, is that you use your player base to aid in their creation. The results are fair, extremely game tested feats that are accurately costed. And I KNOW a lot of those feats are game tested hearing from Shinwolf about the GLORY of "Heroic Sacrifice" or Blackheart25 about how characters meet their worth thanks to a new venue feat.
The fact that I could add 7 points to my IH common Hulk via "Intimidate" and more or less get the Hulk I've always wanted makes me happy. I'll be sharing these with the judges along the Virginia coastline in an effort to see them accepted at other venues.
The only change I'm going to make is that reroute always runs the risk of unavoidable damage as I don't think Iron Man needs to be able to dish out 6 damage with no consequence.
The only change I'm going to make is that reroute always runs the risk of unavoidable damage as I don't think Iron Man needs to be able to dish out 6 damage with no consequence.
I think you misread the card.
You attach Reroute. You do whatever you want. When you "Reroute" your power and up yourself +2.
You then place a token on the card. From then on every time you do anything you roll to see if you take damage.
Move? Roll.
Shoot? Roll.
Punch? Roll.
Use Reroute again? Roll. And now if you fail you'll be taking 2 damage.
Are you just saying you'll have to roll after the first use of Reroute? I think I misunderstood your original statement but as I typed this I think I got it...
Its a hilarious card in-so-far as when that Reroute damage comes up it can be so inopportune.
Visible Dials and Pushing Damage need to be optional. This is the way.