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#1
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The Book of Trickster (James Jesse)
The Book of Trickster C3G DC WAVE 10 TERRIFYING TEAM-UPS The figure used for this unit is a Modified Heroclix figure from the Crisis set. _________________________________________________________________Its model number and name are #027 / Trickster and Pied Piper. Character Bio - At first James Jesse was only the stage name for circus acrobat born Giovanni Giuseppe. That is until he decided to turn to a life of crime just like his "reverse namesake" Jesse James. He created shoes that allowed him to walk on air to first help him in the trapeze shows his family was in, as every member of his family was a trapeze expert and his father wanted him to be one also, and now uses the shoes and other dangerous gag gadgets for his crimes. A practical joker and conman whose favorite occupation is damaging enemies like the Flash with items such as explosive teddy bears. After Barry Allen's death, the Trickster relocated from Central City to Hollywood, where he spent some time working in special effects. He attempted to steal Dan Cassidy's innovative Blue Devil suit, but was defeated. When Cassidy later became trapped in the suit, Jesse befriended him and relied on Cassidy to help with his sporadic efforts to give up supervillainy. In the miniseries Underworld Unleashed, Neron tried to create Hell on Earth, and Trickster realized it was up to him to beat the Devil. He managed to trick Neron and defeat him with Captain Marvel's help. Upon finding himself back on Earth, Trickster lamented the fact that he had engineered "the greatest sting of all time" and no one had witnessed it... and promptly decided he'd better work the side of the angels, because he didn't dare go to Hell. _________________________________________________________________ -Rulings and Clarifications-
-Combinations and Synergies- Synergy Benefits Received Classic:
Classic:
-Strategy, Tactics and Tips-
Last edited by quozl : April 9th, 2013 at 08:57 AM. |
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#2
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Re: Trickster - Brainstorming
NAME = TRICKSTER
SECRET IDENTITY = JAMES JESSE SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = ROGUE PERSONALITY = TRICKY SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 5 RANGE = 1 ATTACK = 3 DEFENSE = 3 POINTS = 65 ITCHING POWDER BOMB SPECIAL ATTACK Range 5. Lob 10. Attack 4. Start the game with 1 white Itching Powder Marker on this card. Choose a Unique Hero to attack. No clear line of sight is needed. Place the Itching Powder Marker on the chosen Hero's card. While the Marker is on the chosen Hero's card, it must roll the 20-sided die before moving. If it rolls 1-13, it subtracts 1 from its movement for that turn. The chosen Hero must continue rolling the 20-sided die until 1-13 is no longer rolled or its movement is reduced to 0. This special attack may only be used once per game. STICKY GUM When attacking with a normal attack, if you roll 1 or more blanks, the defending figure cannot move this turn and must roll 1 fewer defense die for each blank rolled. HEY, LOOK OVER THERE! If Trickster is attacked and at least 1 skull is rolled, you may reveal an "X" Order Marker on any other card you control and ignore the attack. The attacking player’s turn immediately ends. FLYING SYMBOL Last edited by A3n : March 25th, 2012 at 05:55 PM. |
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#3
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Re: Trickster - Brainstorming
I was going to wait to start this until I had the 3rd power I am looking for but nothing has hit me yet. So I thought I would put this up as a brainstorming phase to see if we can find that perfect defensive power for him.
Cheers |
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#4
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Re: Trickster - Brainstorming
Quote:
I know that I do not know. C3G INDEX - XTINCTION AGENDA " . . . experience the pure enjoyment that is the C3G universe." - Tornado, recent C3G convert
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#5
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Re: Trickster - Brainstorming
C3G INITIAL PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Trickster - THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them. Yes - MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game. Yes - BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding. Yes - SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit too powerful or too weak. Yes - POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any. Yes - FUN TEST/ Consider whether or not the design was fun to play. Yes - FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. Yes - DRAFTING TEST/ Consider whether or not this design is worth drafting. Yes - USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. Yes - STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. Yes Heavy Hitter or Mid-Level Hero Test - Does it pass, Yes or No? Yes. - What should be the unit's point value? 80-85. - Give a brief overview. I am using a "proxy card" as friendly army card for Trickster to use "Look Over There" with. I really feel that he is juuuuust slightly less powerful than the other 90 point heroes, even though the results look even kill in those 90 tests.
Spoiler Alert!
_____________________________________________________________ Squad Test - Does it pass, Yes or No? Yes. - What should be the unit's point value? 80 points. - Give a brief overview. I am using a "proxy card" as friendly army card for Trickster to use "Look Over There" with.. Map: Custom. Units: Trickster - VS - Parademons x1.
Spoiler Alert!
_____________________________________________________________ Squad Test - Does it pass, Yes or No? Yes. - What should be the unit's point value? 90 points. - Give a brief overview. I am using a "proxy card" as friendly army card for Trickster to use "Look Over There" with.. Map: Custom. Units: Trickster - VS - Hand Ninja x1.
Spoiler Alert!
_____________________________________________________________ Army Test - Does it pass, Yes or No? Yes. - What should be the unit's point value? 80 points. - Give a brief overview. You can't get any closer or more fun. I wish the itchy stuff had kicked in and hurt flash more though. Great game. Map: Custom. Units: Trickster, Captain Cold, Captain Boomerang, Weather Wizard, Heat Wave, and Mirror Master - VS - Flash, Superboy, and Kid Flash.
Spoiler Alert!
_____________________________________________________________ Army Test - Does it pass, Yes or No? Yes. - What should be the unit's point value? 80 points. - Give a brief overview. Good opener with that lobbing SA, good staying around as people don't want to waste attacks on a cheap unit that can easily avoid attacks anyways, and well balanced for his cost as it is easy enough to take him down when you are ready. Map: Custom. Units: Trickster, Lex Luthor (Battle Suit), Solomon Grundy, Bizarro, and Joker II - VS - Martian Manhunter, Aquaman, Green Lantern (Hal), Batman, and Fire Ants x2.
Spoiler Alert!
Last edited by Griffin : January 3rd, 2012 at 02:59 AM. |
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#6
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Re: Trickster - Brainstorming
Quote:
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#7
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Re: Trickster - Brainstorming
Quote:
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#8
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Re: Trickster - Brainstorming
Quote:
Quote:
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#9
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Re: Trickster - Brainstorming
Edit.
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#10
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Re: Trickster - Brainstorming
Quote:
Trickster has bombed Weather Wizard, and WW has the itch marker. On WW's turn, he doesn't want/need to move, but the power above says "before moving", which according to the FAQs, Rule books, and Rules Team, means simply: before the movement step, though he doesn't have to actually move. So WW rolls the D20 and 6 times before rolling higher than 9 (this really happened), and now his movement is 0. Now WW doesn't intend to move at all, but the fact is he "cannot move" even if he wanted to. The power above says that if he cannot move because of the Marker, which is true, then he receives a wound. ___________ Now I am glad that happened, because I want to see this power get value, so I think we can work on adjusting the language to allow for the power to be interpreted in a way that gives it the most value. Quote:
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#11
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Re: Trickster - Brainstorming
Hey guys, I am testing the last army test right now, and I thought I would share what I think is a cool power for the newer version of Trickster:
MESMERIZING YO-YO After moving and before attacking, you may choose an adjacent figure. Roll 1 combat die. If you roll a blank, remove an Order Marker from the chosen figure's card. You may continue rolling for this special power until you do not roll a blank. OK, back to my game. |
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#12
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Re: Trickster - Brainstorming
CARDBOARD STAND-UP ESCAPE
When Trickster is attacked and at least one skull is rolled, you may reveal the X Order Marker on this card and ignore the attack. You may place Trickster on any empty space within 2 spaces of his current location and he will not take any leaving engagement attacks. That is my best. ![]() |
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| C3G Project: A Place to gather C3G threads without interfering with other Marvel Customs creation | |||||||
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