Man-Wolf custom [Archive] - Figures.com Forums

Man-Wolf custom


ToyChopper
10-19-2009, 12:46 AM
Custom HeroClix figure, half man, half wolf, half astronaut...

Albino Werewolf Supervillain Astronaut ToyChop (http://toychop.wordpress.com/2009/10/19/albino-werewolf-supervillain-astronaut/)

Malevolus
10-19-2009, 01:52 AM
Cool custom! And a very interesting dial. Seems a bit too powerful for only 90 points, but I've never understood the "formula" for figuring out that sort of thing. I like the "almost" activation click; it makes sense with the full moon just starting and the character's rage and power growing, meanwhile he becomes less concerned with defense as that number dwindles (but Invuln kicks in).

ToyChopper
10-19-2009, 02:05 AM
Cool custom! And a very interesting dial. Seems a bit too powerful for only 90 points, but I've never understood the "formula" for figuring out that sort of thing.

Me either. I kinda eyeball the stats and guesstimate. I thought the fact that his powerhouse clicks are in the middle of his dial and not something he starts off with weakens him a bit...if he started with 'em, you're guaranteed an opportunity to use 'em, but since they're "hidden" stats, a player may never get a chance to clear the holster with 'em if damage dealt to Man-Wolf makes you click past 'em.

What would you peg his point value at?


I like the "almost" activation click; it makes sense with the full moon just starting and the character's rage and power growing, meanwhile he becomes less concerned with defense as that number dwindles (but Invuln kicks in).

Thanks. I don't pretend to know the exact math when cobbling together a dial, but I try and get the theme to come across as strongly as possible. What you describe is what I went for...the stronger Man-Wolf gets (the fuller the moon), the crazier he becomes and the less he cares if he gets punched; bring it, he's a freakin' werewolf astronaut! Do your worst!

Malevolus
10-19-2009, 07:18 PM
You know, the more I think about it (and look at his progression) the more I think 90 points is accurate.

When it comes to HeroClix (and a lot of other miniature games) I'm a collector first and a player (distantly) second. So, I can certainly appreciate dials that show character, unlike some players who will be much more concerned with min/maxing their teams. I really like what you did with the whole moon phase dial getting more powerful after the first click. On HCrealms and elsewhere so many people complain about activation clicks, power downs, etc., but on lots of characters (more than just plain old game pieces) these things just make sense!

ToyChopper
10-19-2009, 08:28 PM
When it comes to HeroClix (and a lot of other miniature games) I'm a collector first and a player (distantly) second. So, I can certainly appreciate dials that show character, unlike some players who will be much more concerned with min/maxing their teams. I really like what you did with the whole moon phase dial getting more powerful after the first click. On HCrealms and elsewhere so many people complain about activation clicks, power downs, etc., but on lots of characters (more than just plain old game pieces) these things just make sense!

I think it depends on how it's done. I'm cool with figures fluctuating in power levels but not when certain clicks--especially starting clicks--neuter a figure. It's not fun playing them, especially if it's a monster point-value bugger like Bruce Banner/Hulk or Billy Batson/Captain Marvel...you gotta push 'em before they can effectively enter combat, then wait another turn to clear tokens, ugh. They're like a Tootsie Roll Pop; all the good stuff's in the middle. The "weak" stage of the character's dial should be worthwhile (give 'em outwit, perplex, heal, a special box power stat, something).

With Man-Wolf, I tried making him worth playing, worth protecting and not an automatic "I'm gonna push 'em to get to the good stuff!"