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Secret Skeleton's Custom Monsters

Discuss the creation of new Monsters and share Monsters you've created.

Secret Skeleton's Custom Monsters

Postby chaoticprime » February 18th, 2013, 7:39 pm

Hey all, I own a miniatures company named Secret Skeleton Miniatures, which is really just a hobby of mine. My online distributor is on hiatus at the time being, so I'm not trying to hawk my wares with this--just so you all know.

Basically, a couple of my miniatures would go well with Heroquest, and I was thinking about using this forum to crowd-source stats for use in the game. I would then get a good sketch drawn up to be used for a card, and THEN I would use that to HAWK my wares to you all *nefarious cackle*.

Image
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Image

What say thee?


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Re: Secret Skeleton's Custom Monsters

Postby knightkrawler » February 19th, 2013, 3:53 am

I say:

Bullywug with two-handed battle-axe
Bullywug Battlerager
Movement 8, Attack 4, Defend 1, Mind 1, Body 1
- Raging Attack: If attacking a hero, this Bullywug may move up to 12 squares
This makes for a really attack-based, hero-hurting monster which will quickly be deposed of. Maybe you could give it 2 Defend dice and only 3 attack to make it a more usual monster. However, not less than 3 Attack, because it's a battle axe. Because of the sculpting of it I'd really prefer my first version.

Bullywug with spear
Bullywug Warrior
Movement 7, Attack 2 (diagonal), Defend 3, Mind 1, Body 1
- Diagonal attack
Basically, a usual monster, but with a diagonal attack. Because of the turtle plate armor I gave him 3 Defend dice, but slower movement.

Bullywug with two-handed club
Bullywug Thug
Movement 8, Attack 3, Defend 2, Mind 1, Body 1
Also, a more regular, attack-based monster.

Lizardman with Halberd
Lizardman Guard
Movement 6, Attack 3 (diagonal), Defend 3, Mind 1, Body 2
- Diagonal Attack
You might consider letting him defend with white shields like a hero, representing his natural armor. This mini I wouldn't even mind being played as a hero.

My :2cents:
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Re: Secret Skeleton's Custom Monsters

Postby wolfie907 » February 19th, 2013, 5:16 am

those pictures are infected


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Re: Secret Skeleton's Custom Monsters

Postby Sjeng » February 19th, 2013, 7:45 am

knightkrawler wrote:I say:

Bullywug with two-handed battle-axe
Bullywug Battlerager
Movement 8, Attack 4, Defend 1, Mind 1, Body 1
- Raging Attack: If attacking a hero, this Bullywug may move up to 12 squares
This makes for a really attack-based, hero-hurting monster which will quickly be deposed of. Maybe you could give it 2 Defend dice and only 3 attack to make it a more usual monster. However, not less than 3 Attack, because it's a battle axe. Because of the sculpting of it I'd really prefer my first version.

Bullywug with spear
Bullywug Warrior
Movement 7, Attack 2 (diagonal), Defend 3, Mind 1, Body 1
- Diagonal attack
Basically, a usual monster, but with a diagonal attack. Because of the turtle plate armor I gave him 3 Defend dice, but slower movement.

Bullywug with two-handed club
Bullywug Thug
Movement 8, Attack 3, Defend 2, Mind 1, Body 1
Also, a more regular, attack-based monster.

Lizardman with Halberd
Lizardman Guard
Movement 6, Attack 3 (diagonal), Defend 3, Mind 1, Body 2
- Diagonal Attack
You might consider letting him defend with white shields like a hero, representing his natural armor. This mini I wouldn't even mind being played as a hero.

My :2cents:

Good call. I'd probably come up with very similar stats, so I'll just +1 these stats.

Now send me two of each of those Bullywogs, and I'll spam your webshop all over my facebook/twitter etc.
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Re: Secret Skeleton's Custom Monsters

Postby chaoticprime » February 19th, 2013, 7:55 am

wolfie907 wrote:those pictures are infected


With DNSchangers or some other malware? None of my security detected any problems with them, so please let me know how you concluded they were infected so that I can update accordingly. The last thing I want is to spread malware.

I have read about Photobucket hosted images giving out false positives for malware, but I cannot simply assume that is the case here.


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Re: Secret Skeleton's Custom Monsters

Postby chaoticprime » February 19th, 2013, 8:25 am

knightkrawler wrote:I say:

Bullywug with two-handed battle-axe
Bullywug Battlerager
Movement 8, Attack 4, Defend 1, Mind 1, Body 1
- Raging Attack: If attacking a hero, this Bullywug may move up to 12 squares
This makes for a really attack-based, hero-hurting monster which will quickly be deposed of. Maybe you could give it 2 Defend dice and only 3 attack to make it a more usual monster. However, not less than 3 Attack, because it's a battle axe. Because of the sculpting of it I'd really prefer my first version.

Bullywug with spear
Bullywug Warrior
Movement 7, Attack 2 (diagonal), Defend 3, Mind 1, Body 1
- Diagonal attack
Basically, a usual monster, but with a diagonal attack. Because of the turtle plate armor I gave him 3 Defend dice, but slower movement.

Bullywug with two-handed club
Bullywug Thug
Movement 8, Attack 3, Defend 2, Mind 1, Body 1
Also, a more regular, attack-based monster.

Lizardman with Halberd
Lizardman Guard
Movement 6, Attack 3 (diagonal), Defend 3, Mind 1, Body 2
- Diagonal Attack
You might consider letting him defend with white shields like a hero, representing his natural armor. This mini I wouldn't even mind being played as a hero.

My :2cents:


Rather excellent, I think. I note, however, that the club-wielder was meant to be a caster.


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Re: Secret Skeleton's Custom Monsters

Postby Sjeng » February 19th, 2013, 9:11 am

oh sweet! bullywog spell cards! :D
I'd probably use the fimir spells though :P
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Re: Secret Skeleton's Custom Monsters

Postby chaoticprime » February 19th, 2013, 11:42 am

Galdr Spell Cards

Galdr is another name for magic, though it is a sort specifically generated by singing in falsetto tones that function like runes or staves. Appropriate for a frog-creature, I think.

Ideas for spells that come to my mind, are those that bless monsters and curse heroes. Here is a reference: http://www.sunnyway.com/runes/galdr.html

Here are some frank ideas.

Protection from Enemies - Targets all in sight. Affects one combat dice roll (defense only) . Treat white shields as black shields.

Chant of Good Luck - Single target. Affects one combat dice roll (attack or defense). Requires the red die. Re-roll combat dice equal to red die result.

Primal Power - Single target. Affects one combat dice roll (attack only). Treat white shields as skulls.

Curse of Destruction - Single target. Requires the red die. Red die roll result: 1,2 = destroy held potion of least value; 3,4 = destroy equipped armor of least value; 5,6 = destroy equipped weapon of
least value. If item does not have a stated value, it cannot be destroyed.

Create Momentum - Single target. Double movement once.

Numinous Cordon - Targets single area that can be the subject of a Search Action, anywhere in the dungeon. Targeted area cannot be Searched for Treasure, Traps, or Secret Doors until the spell's caster is slain.

Thoughts?


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Re: Secret Skeleton's Custom Monsters

Postby knightkrawler » February 19th, 2013, 4:03 pm

At first glance, the club-wielding bullywug even looks like a shaman to me, so it's really a great mini. |_P
I just concluded from the description of it, "Bullywug Warrior 3"...

Anyway, if it's a shaman, make him 2 squares slower, and exchange attack and defend dice, and give him 3 Mind points.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
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I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
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Re: Secret Skeleton's Custom Monsters

Postby Patroclus » February 20th, 2013, 7:19 am

Bullywug with two-handed battle-axe
Bullywug Battlerager
knightkrawler says Movement 8, Attack 4, Defend 1, Mind 1, Body 1.
Bullywug I think looks very similar to fimir(A3/D3/B2). So I will keep the fimir’s attack with his axe. It’s defense should be less than fimir’s because looks very unprotected without armor and too hasty to make a good defense, so I would say less Defense than fimir’s but greater than the 1 Defense of goblins! So, I could say Movement 8, Attack 3, Defend 2, Mind 2, Body 2. (It’s like orc’s stats with +1 Body.)

Bullywug with spear
Bullywug Warrior
knightkrawler says Movement 7, Attack 2 (diagonal), Defend 3, Mind 1, Body 1
I could keep the same stats as my Bullywug stats (Movement 8, Attack 3, Defend 2, Mind 2, Body 2) adding the diagonal attack and the stats of spear equipment (2 Attack). So it’s stats should be Movement 8, Attack 2(diagonal), Defend 2, Mind 2, Body 2.

Bullywug with two-handed club
Bullywug Thug
knightkrawler says Movement 8, Attack 3, Defend 2, Mind 1, Body 1
I could keep the same stats as my Bullywug stats (Movement 8, Attack 3, Defend 2, Mind 2, Body 2) but as a caster I think the club should have 1 attack (less than the spear, but his spells should be very good) and a Mind of 4 (like the elf’s). Movement 8, Attack 1, Defend 2, Mind 4, Body 2.

If you want to use them as a common enemy in your environment, you should remove the +1 Body point or else they’ll be a pain in the ass, but this means that one of them will have the same stats as orc’s. If this is a problem (I think not), you can add a skill about their camouflage abilities, maybe they could move through heroes or jump upon them. Or maybe you want to “use” their surprise ability and they will appear only after all heroes entered the room making a free attack round or after a hero makes a search for treasures.

Lizardman with Halberd
Lizardman Guard
knightkrawler says Movement 6, Attack 3 (diagonal), Defend 3, Mind 1, Body 2
Very close to my stats. A lizardman looks more like a fimir warrior. So the stats should be A3/D3/B2 and with Halberd a diagonal attack will be just fine looking like the halberdier of the barbarian pack. For the shield give him the +1 Defense. So for the guard it’s: Movement 6, Attack 3, Defend 4, Mind 2, Body 2, and for the halberdier it’s Movement 6, Attack 3(diagonal), Defend 3, Mind 2, Body 2.

If you want to add a skill, in ad&d they said that when they are outnumbered they became more aggressive, so the last lizardman should raise it’s attack by +1. So the status when you found one lizardman or when they were more and remains only one, are Movement 6, Attack 4, Defend 4, Mind 2, Body 2, and for the halberdier it’s Movement 6, Attack 4(diagonal), Defend 3, Mind 2, Body 2. This is nice because when they were many and remains only two, there is a strategy to attack both lizardmen to reduce their body to 1 each, so the last lizardman will have only the 1 body.

ps: very good minis


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