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#1 Pinkzeppelincult

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Posted 20 August 2014 - 03:17 PM

Some of these are slightly edited versions of other people's ideas. Most are my own though. I made two sets of 8, since I never play with enough people to need a 9, and I would like advice on how to match them all up.

 

1) Spy

Announce a character you wish to impersonate. When that character is called, if nobody has that character, you may use that character's power.

 

1) Fortune Teller

You receive one gold for each special (purple) district in your city. Announce a character you wish to doom. That character may not take an action or build a district this round.

 

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2) Musician

Any player may pay you one gold to draw a card.

 

2) Rogue

Whenever a player takes gold, take one of his gold. Whenever a player draws district cards, look at that player's hand and take one card into your hand.

 

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3) Warlock

Take an extra action at the end of your turn.

 

3) Sorcerer

You receive one gold for each special (purple) district in your city. After you take an action, take an extra gold or draw an extra card and put it into your hand.

 

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4) Prince

You receive one gold for each noble (yellow) district in your city. When the prince is called, auction the crown.

 

4) Advisor

You receive one gold for each noble (yellow) district in your city. When the Advisor is called, the player with the most gold receives the crown.

 

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5) Templar Knight

You receive one gold for each religious (blue) district in your city. Each player may invest one or two gold in you.

 

5) Inquisitor

You receive one gold for each religious (blue) district in your city. Each player without a religious district in their city must pay you one gold.

 

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6) Street Peddler

You receive one gold for each trade (green) district in your city. You may take a card from the discard pile into your hand instead of taking an action.

 

6) Pirate

You receive two gold for each trade (green) district in your city.

 

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7) Farmer

You may destroy one of your districts to take its value in gold from the bank.

 

7) Blacksmith

When the Blacksmith is called, you may build a district for free, then immediately end your turn.

 

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8) Ambassador

You receive one gold for each military (red) district in each player’s city.

 

8) Tyrant

You receive one gold for each military (red) district in your city. You may destroy the district of your choice worth four or less in any player’s city who does not pay you one gold.


Edited by Pinkzeppelincult, 20 August 2014 - 03:34 PM.


#2 Lord Bitrus

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Posted 21 August 2014 - 06:02 AM

Some of these are slightly edited versions of other people's ideas. Most are my own though. I made two sets of 8, since I never play with enough people to need a 9, and I would like advice on how to match them all up.

 

1) Spy

Announce a character you wish to impersonate. When that character is called, if nobody has that character, you may use that character's power.

 

1) Fortune Teller

You receive one gold for each special (purple) district in your city. Announce a character you wish to doom. That character may not take an action or build a district this round.

 

-------

 

2) Musician

Any player may pay you one gold to draw a card.

 

2) Rogue

Whenever a player takes gold, take one of his gold. Whenever a player draws district cards, look at that player's hand and take one card into your hand.

 

-------

 

3) Warlock

Take an extra action at the end of your turn.

 

3) Sorcerer

You receive one gold for each special (purple) district in your city. After you take an action, take an extra gold or draw an extra card and put it into your hand.

 

-------

 

4) Prince

You receive one gold for each noble (yellow) district in your city. When the prince is called, auction the crown.

 

4) Advisor

You receive one gold for each noble (yellow) district in your city. When the Advisor is called, the player with the most gold receives the crown.

 

-------

 

5) Templar Knight

You receive one gold for each religious (blue) district in your city. Each player may invest one or two gold in you.

 

5) Inquisitor

You receive one gold for each religious (blue) district in your city. Each player without a religious district in their city must pay you one gold.

 

-------

 

6) Street Peddler

You receive one gold for each trade (green) district in your city. You may take a card from the discard pile into your hand instead of taking an action.

 

6) Pirate

You receive two gold for each trade (green) district in your city.

 

-------

 

7) Farmer

You may destroy one of your districts to take its value in gold from the bank.

 

7) Blacksmith

When the Blacksmith is called, you may build a district for free, then immediately end your turn.

 

-------

 

8) Ambassador

You receive one gold for each military (red) district in each player’s city.

 

8) Tyrant

You receive one gold for each military (red) district in your city. You may destroy the district of your choice worth four or less in any player’s city who does not pay you one gold.

Some interesting ideas.

 

I like the concept of the Rogue, although I'd make two seperate characters out of it, one for gold(2) and one for cards(3).

Sorcerer's effect is nice as well but rather fits (7) or (9)

Concerning the prince: Concept that probably works quite well, often seen at other places.

Advisor-Why not? May need some playtesting but I like the idea.

Templar Knight-Don't get it, sorry.(So, why should they invest their money?)

Both (6) chracters-Nice, but probably too strong...

Farmer-Nice, maybe a bit too weak.

Blacksmith-Nice, but too similar to the alchemist.(Although there are small differences, the basic concept is pretty much the same)

Ambassador-Here I miss the interaction w/ others' buildings-part.

Tyrant- Don't know exactly why, but I don't like that idea so much.

 

That's just my opinion. All in all you did pretty well, I think :)

 

PS: If someone has character ideas, may they put the card images online and post the link in their topic?

Would be quite nice to see them w/ their nice picture ;)



#3 Steve-O

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Posted 21 August 2014 - 06:48 PM

First off, thanks for contributing! I always enjoy seeing new ideas for homebrew content in the games I play =)
 

1) Spy
Announce a character you wish to impersonate. When that character is called, if nobody has that character, you may use that character's power.

1) Fortune Teller
You receive one gold for each special (purple) district in your city. Announce a character you wish to doom. That character may not take an action or build a district this round.


Spy: I like this guy. Good all-around "#1" style character. Gives you a second shot at the character you really wanted if he/she isn't in the cards you get passed, at the risk of losing your turn if someone else has them.

Fortune Teller: So, it's an Assassin who can tax purple. I'm less fond of this character, because it's not really different except for the taxing. In our games, the Assissin is sometimes spoken of in angry tones for stealing people's turns. The Fortune Teller would be the same, only worse because she also taxes. Insult to injury.

2) Musician
Any player may pay you one gold to draw a card.

2) Rogue
Whenever a player takes gold, take one of his gold. Whenever a player draws district cards, look at that player's hand and take one card into your hand.


Musician: Interesting idea. Good "#2" character because he takes gold form other players. Nice that it's optional, and you get something for it.

Rogue: Also a good character, though I agree with Bitrus that it should be one or the other. Also, some clarification on the gold side might be in order. Does this only kick in when a player takes his Action, or would it also kick in (separately) when they tax or gain gold from some other effect?

If the King taxes yellow with only one applicable district, is he effectively giving YOU gold instead of himself? What about when the crown changes hands via Emperor? Does the gold paid "in gratitude" to the recipient end up getting redirected to you?

3) Warlock
Take an extra action at the end of your turn.

3) Sorcerer
You receive one gold for each special (purple) district in your city. After you take an action, take an extra gold or draw an extra card and put it into your hand.


Warlock: Simple, useful. Good "#3."

Sorcerer: Fits with other "#3s" thematically and mechanically. I like him. I don't like the idea of two characters with different numbers who tax purple, though. I'd suggest keeping this guy and just nixing the Fortune Teller.

4) Prince
You receive one gold for each noble (yellow) district in your city. When the prince is called, auction the crown.

4) Advisor
You receive one gold for each noble (yellow) district in your city. When the Advisor is called, the player with the most gold receives the crown.


Price: Interesting new idea for passing the crown. Might be hard for newbies, though, who tend to run close to bankruptcy for most of the game. What happens in the case of a tie for highest bid?

Advisor: I like this guy, too. Also tricky for newbies, but not as much as the Prince. at least he's not asking them to compete in a mini-game they are (probably) ill-prepared for. 
 

5) Templar Knight
You receive one gold for each religious (blue) district in your city. Each player may invest one or two gold in you.

5) Inquisitor
You receive one gold for each religious (blue) district in your city. Each player without a religious district in their city must pay you one gold.


Templar: What does "investing" do? I'm not just going to give him gold because the option exists.

Can you pay the Templar to gain protection from the Warlord (et al.)? Effectively, a Bishop who sells his power to other players. That would be pretty cool, but way too powerful if everyone can do it. I'd say only one player can buy your protection per turn (players can bid for the favour if they want), and you can't protect your own city unless nobody hires you. I'd also say you can decline to be hired if you really want the protection yourself.

Inquisitor: Harsh. I like it.
 

6) Street Peddler
You receive one gold for each trade (green) district in your city. You may take a card from the discard pile into your hand instead of taking an action.

6) Pirate
You receive two gold for each trade (green) district in your city.


Peddler: What discard pile? If memory serves, cards are discarded to the bottom of the deck. Although I do like the idea. Maybe he can look at the bottom card of the deck, and take it if he likes it?

Pirate: I'd prefer something with a little more player interaction for a pirate. Perhaps you can tax green (1 per) based on number of districts in ANOTHER PLAYER'S city? Maybe that player can give you a card from hand (which you may look at and accept/refuse) to prevent you from getting the gold.
 

7) Farmer
You may destroy one of your districts to take its value in gold from the bank.

7) Blacksmith
When the Blacksmith is called, you may build a district for free, then immediately end your turn.


Farmer: I like where this is going, but I agree it's a bit weak. How about this: You may skip your turn in order to destroy one district in your city and claim gold equal to building cost +3. Sort of like Navigator (so, in good company for #7), skipping your turn for a big reward. Cost +3 rather than a flat 4 gold or 4 cards.

Blacksmith: I like this guy, too, although I'm thinking there ought to be an upper limit on how expensive the district he can build for free would be. Maybe 5 gold?


8) Ambassador
You receive one gold for each military (red) district in each player’s city.

8) Tyrant
You receive one gold for each military (red) district in your city. You may destroy the district of your choice worth four or less in any player’s city who does not pay you one gold.


Ambassador: In each player's city seems a bit powerful. In one other player's city sounds about right. He can destroy a district of his choice to stop you from taking the gold. (Ties in nicely with the Alt-Pirate idea above.)

Tyrant: If he can do this to all players each round, I think it's too powerful. If he can only do it to one player of his choice, it's cool. The wording makes it a bit unclear.

#4 Pinkzeppelincult

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Posted 22 August 2014 - 02:42 PM

Thanks for the feedback guys. Sorry, I forgot to clarify some stuff.

 

Fortune Teller: The alternate wording was meant to allow the use of character and district powers, but it's probably still too powerful.

 

Rogue: He was meant to only affect actions.

 

Prince: In case of a tie, the player with the Prince receives the crown.

 

Advisor: This didn't come up, but I still forgot to mention it. If the player with the crown has the most gold, the player with the most gold after the player with the crown receives the crown. In case of a tie for most gold, the player with the crown retains it.

 

Templar Knight: At any time during the Templar Knight's turn, he may offer each player (simultaneously) the opportunity to give him 1 or 2 gold. Each player who does collects twice their investment from the bank.

 

Peddler: You are correct that there is no discard pile in the official rules. I adjusted the rules so that when you would put a card on the bottom of the deck, it's discarded instead.

 

Tyrant: He was meant to be able to hit all players who don't pay. Only getting one is probably better.

 

----

 

I agree that the Fortune Teller is indeed something of a taxing Assassin. TBH I never really liked the Fortune Teller much; I was having trouble coming up with another good 1, so I kind of banged her out really fast and didn't put as much thought in as I should have.

 

I'll change the Rogue so he only grabs gold. Simpler and probably more balanced.

 

For the Sorcerer, I know having two characters taxing purple was a bad idea. I wouldn't have put him and the Fortune Teller in the same character set. I don't really like the Fortune Teller anyway, so I'll most likely just not use her.

 

Your alternate Pirate idea is interesting. I don't normally like taxing opposing districts since it discourages players from building districts of that color, but the district offering seems cool. I'll see how he works in playtesting.

 

I like your alternate Farmer. Perhaps he should also be able to destroy to draw cards? Not sure if that's overpowered, but in my experience the tempo loss from destroyed districts is pretty major, especially if you have to skip your turn for it.

 

A limit of 5 gold for the Blacksmith seems legit. As long as he can build the Smithy :P

 

Your alternate Ambassador also seems quite legit. I wouldn't use him and the Pirate in the same set since they're so similar, but one or the other would be quite interesting.

 

Finally, for the Tyrant, I think limiting him to one district and upping the cost limit to 5 is probably pretty fair.

 

----

 

Thanks for all the suggestions! They're much appreciated.


Edited by Pinkzeppelincult, 22 August 2014 - 02:43 PM.





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