November 14th, 2021, 07:30 PM
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Archie
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Join Date: April 17, 2011
Location: USA - KY
Posts: 23,841
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Re: Out-there Hell: C3G's Little Workshop of Horrors
I'd love to see the Scooby gang! Not sure what to do for minis. I'm guessing those are custom minis above since the Betrayal Scooby game just has cardboard standees.
If you're interested here were my random ideas for the group. Never got very far with my brainstorms. I think they're going to be tricky figures to include in C3G since none of them are fighters in any way.
Spoiler Alert!
Mystery Incorporated designs
NAME = SCOOBY-DOO
SECRET IDENTITY = SCOOBERT DOO
SPECIES = DOG
UNIQUENESS = UNIQUE HERO
CLASS = INVESTIGATOR
PERSONALITY = TERRIFIED / COWARDLY
SIZE/HEIGHT = MEDIUM 3
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 3
POINTS =
SCOOBY SNACK
Words
WORDS
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ZOINKS!
When an enemy figure ends its movement adjacent to Scooby-Doo or after an enemy figure attacks Scooby-Doo, you must roll the 20-sided die. On a roll of 6 or higher, you must move Scooby-Doo up to 4 spaces. Scooby-Doo must end this move not engaged to any enemy figures. Scooby-Doo does not receive leaving engagement attacks when moved with this special power.
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NAME = SHAGGY ROGERS
SECRET IDENTITY = NORVILLE ROGERS
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = INVESTIGATOR
PERSONALITY = TERRIFIED
SIZE/HEIGHT = MEDIUM 5
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 3
POINTS =
MYSTERY INCORPORATED
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WORDS
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ZOINKS!
When an enemy figure ends its movement adjacent to Shaggy or after an enemy figure attacks Shaggy, you must roll the 20-sided die. On a roll of 6 or higher you must move Shaggy up to 4 spaces. Shaggy must end this move not engaged to any enemy figures. Shaggy does not receive leaving engagement attacks when moved with this special power.
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NAME = VELMA DINKLEY
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = INVESTIGATOR
PERSONALITY = BRILLIANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 1
DEFENSE = 2
POINTS =
MYSTERY INCORPORATED
When rolling for initiative, you may add 1 to your roll if Velma is within 6 clear sight spaces of an enemy figure.
VILLAIN UNMASKED
Instead of attacking with Velma, you may choose an opponent’s adjacent Unique Hero with a secret identity and roll the 20-sided die, adding 9 to the roll if it received a wound from Fred Jones’s Set A Trap special power this player turn. On a roll of 20 or higher, remove the chosen Hero from the game.
WORDS (OM viewing power)
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NAME = FRED JONES
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = INVESTIGATOR
PERSONALITY =
SIZE/HEIGHT = MEDIUM 5
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 2
POINTS =
MYSTERY INCORPORATED
When rolling for initiative, you may add 1 to your roll if Fred is within 6 clear sight spaces of an enemy figure.
SPLIT UP AND SEARCH FOR CLUES
After revealing an Order Marker on this card and taking a turn with Fred, you may either take a turn with up to two, or move up to four, other Unique Heroes you control that have the Mystery Incorporated special power.
or either the Zoinks!, Jinkies!, or XXX special power.
SET A TRAP
Instead of moving and attacking with Fred, you may choose an enemy figure within 6 clear sight spaces of Fred and roll the 20-sided die, adding 2 to the roll for Investigator you control that is adjacent to the chosen figure. On a roll of 16 or higher, the chosen figure receives one wound or you may remove an Order Marker at random from the chosen figure’s card.
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NAME = DAPHNE BLAKE
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = INVESTIGATOR
PERSONALITY = FIERY
SIZE/HEIGHT = MEDIUM 5
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 2
POINTS =
DANGER-PRONE DAPHNE
When Daphne is engaged to an enemy figure, all Investigators you control add 2 to any 20-sided die rolls when using a special power to affect that enemy figure.
SCOOBY SNACK
Start the game with two brown Scooby Snack Markers. At any point during Daphne’s turn, you may place a Scooby Snack Marker on an adjacent figure’s card. Any figure with a Scooby Snack Marker on its card may choose to ignore its Zoinks! special power. At the end of the round, remove all placed Scooby Snack Markers from the game.
WORDS
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Someone posted this great idea:
“And I'm a fan of the Scooby gang. I could see them having a fun "Unmasking" power, where something like "unmasked" characters lose their alter-ego, and can no longer use any power that refers to that card's non-SI.”
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