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Thread: thenightsshadow's Dungeon Run Customs

  1. #1
    Join Date
    Feb 2011
    Posts
    2,648

    Default thenightsshadow's Dungeon Run Customs

    It's a natural extension of the Custom Factions in Summoner Wars, I feel. Just...different.

    Adelle Sligh - The Locust Pirate Loudmouth (War)
    Brawn: 4
    Magic: 2
    Skill: 2
    Life: 9

    KNOWLEDGE BREAK
    - Whenever Adelle defeats a hero in combat, you may choose to have a hero discard an encounter card they carry instead of dropping a treasure.

    SOUL INFUSE
    - Whenever Adelle performs a Battle Action, you may place up to 2 Wound Markers on Adelle to increase her Brawn or her Magic rating by the same amount for that Action.

    (SS) CAPTAIN OF THE LAND
    - When Adelle moves onto a tile with a Hero, you may use a special action to prevent a Hero that shares a tile with you from taking any actions during their next turn.



    Skill Deck:

    Hard to Starboard
    - Increase your Skill Rating by 1. If you control this and Hard to Port, increase your Skill Rating by an additional 2.

    Hard to Port
    - Increase your Skill Rating by 1. If you control this and Hard to Starboard, increase your Skill Rating by an additional 2.

    Cannon Fire
    - You may discard a treasure you own to double your base Brawn or Magic rating for a Battle Action. If you do, you take 2 Wound Markers for each hit you receive during that Action.

    Flag of Victory
    - If you move into a previously unrevealed tile and do not roll successfully for an encounter, you may take a free action to rally.

    X Marks the Spot
    - Whenever you move into a previously unrevealed tile, roll for the treasure and encounter separately. You may roll an extra die for the treasure.

    Armor Breaker
    - When attacking a hero, if you deal no Wounds to that hero, you may discard one of their Armor cards they have equipped.

    Mollify
    - You may use two actions to move the Dungeon Entrance tile if you hold the 1st Player Token.

    Matter over Mind
    - Heroes attacking you roll 2 less dice when attacking with their Magic Rating.

    Explosive
    - Instead of taking a battle action against a non-boss Monster, you may discard this card to place 10 Wound Markers on that Monster. Place 2 Wound Markers on Adelle and any other heroes who shared a tile with that Monster.

    Long Fuse
    - When Adelle first advances after receiving this skill, she gets 2 Training Bonus tokens instead.


    First time making Dungeon Run customs, so I do apologize if these are ridiculously broken or weak.
    Last edited by thenightsshadow; 04-01-2012 at 05:20 AM.
    Summoner Wars Compendium Stats
    Total Games Played: 6,569 (49.21% overall win rate)
    Regular Games Played: 2,241 (57.6% win rate)
    Custom Games Played: 3,417 (40.6% win rate)
    Other: 911 (61.0% win rate)
    (Updated May 10)

    The night's shadow exists, not sleeping at all,
    The toil of the light is its only call,
    Behind the scenes lurking with shadowy gall,
    Its face never showing; height never too tall.

  2. #2

    Default

    Neat custom, just a few things...

    Mollify ~ Seems too powerful... as the Summoner you can spend your entire turn to put the entrance next to you, meaning if no other heroes are near its an auto win.

    Hard to Starboard/Port ~ Is that a total of +4 Skill or +6 Skill with both?

    X Marks the Spot ~ Is that roll first die for Encounter, roll second die for treasure, then re-roll second die if no treasure , or is it roll one die for Encounter, then two dice for a chance at two Treasures?

  3. #3
    Join Date
    Sep 2012
    Posts
    1

    Default

    I have the same questions/comments as Kyren ValKrie, but with some additional thoughts. (Note that I haven't played Summoner Wars, so I have no point of reference for this character/faction.)

    The Life is higher than any other character. This means that the first "place 2 Wounds" ability that I use is really a freebie. That may make some abilities too powerful.

    Knowledge Break: I like the idea, but might reword it to only be available IF the other hero is dropping a treasure (i.e. a hero with no treasure is unaffected).
    Soul Infuse: Like it.
    Captain of the Land: Losing turns during endgame is going to be devastating to the other player(s). This seems way too powerful to me.

    Hard to Port/Starboard: Makes for an unstoppable escaping machine during endgame, but not a bad idea. I might reword to something like this: "When you gain Hard to Port/Starboard, gain a Skill training marker, and if you already control Hard to Starboard/Port, gain an additional Skill training marker" to make it a little less powerful.
    Cannon Fire: Like it.
    Flag of Victory: This might jump you back to that 9 Life too quickly. Perhaps a Skill roll as a special (non-free) action...?
    X Marks the Spot: Same questions as KyrenValKrie. Also, that's a lot of rolling. Perhaps just one extra Treasure roll (since you did already technically roll for Treasure with the first roll).
    Armor Breaker: Possibly too powerful since I can then block all potential hits and still screw over the other player. Maybe only usable if dealing hits (deal no hits and instead destroy the Armor).
    Mollify: Yep, way too powerful. If you must have it, I'd say something like, "If you don't hold the 1st Player Token, you may take special action to discard this card and move the Dungeon Entrance tile to any legal location. You may not take other actions this turn."
    Matter over Mind: Good. I like the idea of becoming pseudo-immune to Magic/Brawn. Could also be an "ignore Immunity" ability, which I'd also like to see in an expansion.
    Explosive: Who knows, there may be a way (a nifty Treasure, perhaps) in future expansions to declare Battle Actions to adjacent tiles. I might reword it like this, "When declaring a Battle Action against a non-boss Monster, you may discard this card to place 10 Wound Markers on that Monster. Place 2 Wound Markers on all heroes who shared a tile with that Monster." This way, you might also have the Monster hit you during the Battle Action when you drop the bomb.
    Long Fuse: Okay, but seems a little weak since it also doesn't give you anything now.

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