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  1. #1

    Character and mission creator.

    Is it possible to get an interactive pdf for a character and mission creator?

  2. #2
    An automated mission generator is being worked on. Character generator is a bit more tricky since the game wasn't really designed for custom characters. Try mixing up the various abilities for characters though, if you want some variety.

  3. #3
    Sensei of the Wounded Petal
    Join Date
    Mar 2015
    Location
    Columbus, OH
    Posts
    282
    Oh I will be creating customer characters.

    I think it would be cool if we all came up with some extra character abilities.

    I mean, I guess there's only going to be so many things they can affect, right?

    1. Slime Tokens
    2. Proton Streams
    3. Actions
    4. LoS
    5. Movement

  4. #4
    Pretty much. There's a certain format to them though, from what I can tell.

    Level 1 bonus xp generally is something that doesn't happen too often or too easily, and generally is something that can only happen on your turn, though a few of the bonus characters can gain xp when it isn't their turn.

    Ideas:

    Whenever a ghost with 2 or more of your streams on it is trapped, you gain 1 XP.
    Whenever a ghost slimes you on another player's turn, gain 1 XP.
    Whenever you spend an action to remove slime from yourself, gain 1 XP.
    Whenever an adjacent Ghostbuster gets slimed, gain 1XP.
    Whenever you make a successful combat roll while you have at least one slime on yourself, gain 1 XP.

    Level 2 abilities generally help with turn efficiency by either giving you an extra action (or equivelent) or making your actions more effective.

    Ray gets a slime removed for free, meaning he doesn't have to have a dead turn, Egon gets to re-roll a failed proton roll, meaning he's less likely, to waste an attack, Winston gets a free, upgraded deposit trap action, which basically saves him two actions. Peter kind of throws things off because he can save another from losing an action from getting slimed, but that gives him XP and Ray a slime to remove for XP, so there's that.

    Ideas:

    Once during your turn, you may transfer a slime from a Ghostbuster within line of sight to yourself.
    Once per round, when a ghost within line of sight would move towards the nearest Ghostbuster, or the Ghostbuster targeting it, it moves towards you instead.
    Once during your turn, when you make a Combat Action against a ghost in line of sight, you may move 1 square for free before you make the attack. You still have to remain within line of sight of the ghost.
    Once during your turn, if you have a slime counter on you, you may add an additional stream on a ghost you hit.
    Once during your turn, when you make a successful Proton Roll against an adjacent ghost, you may add an additional proton stream.
    Once during your turn, you may remove slime from an adjacent Ghostbuster for free.

    Level 4 abilities are all based on a hit, usually with some extra condition, and most of them let you have an extra action.

    Ideas:

    When you hit a ghost: You may move a willing Ghostbuster one square.
    When you hit a ghost while you have a slime token on you: You may take another combat action against any ghost.
    When you hit a ghost adjacent to another Ghostbuster: That ghostbuster may immediately move one square before you resolve any On Hit or On Trap effects.
    When you hit a ghost: You may move an adjacent ghost one square.

    Level 5s seem hard. They're small bonuses for everyone and the basics are pretty much covered pretty thoroughly between the nine ghostbusters.

    There's some ideas of varying quality to work with, hope they help.
    Last edited by The_Xavious; 12-14-2015 at 02:37 AM.

  5. #5
    Sensei of the Wounded Petal
    Join Date
    Mar 2015
    Location
    Columbus, OH
    Posts
    282
    These are all really good.

    I'll have to review them in more detail.

    You can use the reasoning for why each character gets what, but I agree, there's only so many things it can do.

    Without creating new technology, there's not much more to add.

  6. #6
    I was thinking a Level 5 ability could be: "All LEVEL 5 Ghostbusters require one less stream token to trap." or "All Ghostbusters require one less stream token to trap Class 3 or lower ghosts." Basically, all Class 1 ghosts can be caught automatically, once in line of sight (still need to spend an action to trap.)

    EDIT: To clarify for the second wording of the ability above, No Stream = No XP, just for emergency capturing to refill the spirit world.

    Also, another ability could be "Each Ghostbuster may dodge one slime attempt per turn by moving to adjacent square, if available." So, they could easily dodge a Galloping Ghoul, for instance, but a Gruesome Twosome's random roll, or an adjacent Boogaloo Manifestation could hit them for at least 1 slime token.
    Last edited by fubbajub; 12-14-2015 at 08:58 AM.

  7. #7
    Sensei of the Wounded Petal
    Join Date
    Mar 2015
    Location
    Columbus, OH
    Posts
    282
    Thats interesting.

    The level 5 abilities are the ones to have a lot of fun with

  8. #8
    Rigid Buffalo
    Join Date
    Oct 2014
    Location
    Lake Forest, Califor
    Posts
    94
    I know this is something we toyed around with idea-wise (custom character generator), but we fear with licensing and some of the more unsavory internet types, that it could be misused.

    The random scenario generator is almost done from what I am told, and I think it's pretty slick. It's been a while since I've seen it, will be interesting to see if there are any major changes.
    The Yeti Handler

    Community Marketing Coordinator for Cryptozoic Entertainment

  9. #9
    Sensei of the Wounded Petal
    Join Date
    Mar 2015
    Location
    Columbus, OH
    Posts
    282
    Yeah, I mean, we can already make out own customer characters. We don't really need help.

  10. #10
    Hi Xavious,

    You get pretty close to the variant abilities we tested with the current Ghostbusters! Most things we shelved were too powerful, or messed with the base math of the game. Some were too situation specific, while other were used every turn. Abilities that required you to be Slimed had issues with the player feeling they always had one less Action. Keep em coming, though, very inspiring!

    Mataio Wilson
    Lead Design, Ghostbusters: The Board Game

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