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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books.

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  #1  
Old June 2nd, 2013, 04:35 PM
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The Book of Captain Marvel (Genis-Vell)

The Book of Captain Marvel (Genis-Vell)

C3G MARVEL SUPER SECRET EXCLUSIVE 39
SUPER SMASH-UP




Comic PDF



Mini PDF

The figure used for this unit is a HeroClix figure from the Supernova set.
Its model number and name are #079 / Legacy.
Its model number and name are #080 / Captain Marvel.


NOTE: Captain Marvel requires 1x Glyph of Nega-Bands

_________________________________________________________________

Character Bio - After the death of the original Captain Marvel, his Eternal lover Elysius decided to bring forth his child. Creating a son from Mar-Vell's DNA, the child - named Genis-Vell - was given the responsibility of following in his father's footsteps. Given a set of Nega-Bands and accidentally bonded to Rick Jones, he took on the mantle of Captain Marvel. Unfortunately, the pressures of being a savior and his own Cosmic Awareness drove him mad - and, what's worse, made him infinitely powerful, with enough power to rewrite the universe as he saw fit.

Fortunately, a stern talking to from his mother brought Genis back to Earth, so to speak, and he became a champion of the defenseless once more. Unfortunately, he was soon after killed by Baron Zemo using the power of the moonstones.
_________________________________________________________________

-Rulings and Clarifications-
  • N/A
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • N/A
_________________________________________________________________

-Immunities, Benefits, and Weaknesses-

ImmunitiesBenefitsWeaknesses_________________________________________________________________

-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-

Last edited by Splash; August 5th, 2022 at 04:08 PM. Reason: png
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  #2  
Old June 2nd, 2013, 04:36 PM
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Re: The Book of Captain Marvel (Genis-Vell) (Design Phase)

NAME = CAPTAIN MARVEL
SECRET IDENTITY = GENIS-VELL

SPECIES = KREE
UNIQUENESS = UNIQUE HERO
CLASS = PROTECTOR
PERSONALITY = TORMENTED

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 6
RANGE = 6
ATTACK = 4
DEFENSE = 5

POINTS = 360


NEGA-BANDS
Start the game with the Glyph of Nega-Bands on this card. Captain Marvel cannot lose this glyph by receiving wounds unless he is destroyed.

COSMIC AWARENESS
If an opponent chooses Captain Marvel for any special power and rolls the 20-sided die, you may subtract 4 from the roll. When rolling defense against an attack, add one automatic shield to whatever is rolled. All excess shields count as unblockable hits on the attacking figure.

COSMIC MADNESS
After using Captain Marvel's Cosmic Awareness special power, roll the 20-sided die. If you roll 1-7, place a blue Insanity Marker on this card or, if there are already three Insanity Markers on this card, choose an opponent to take control of Captain Marvel. Remove all Order Markers from this card, then give this card to the chosen opponent. Add one die to Captain Marvel’s normal attack for each Insanity Marker on this card.

SUPER STRENGTH

FLYING

Last edited by japes; October 2nd, 2016 at 10:18 AM. Reason: Nega-Bands updated
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  #3  
Old June 2nd, 2013, 04:36 PM
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Re: The Book of Captain Marvel (Genis-Vell) (Design Phase)

Comic Art:
Spoiler Alert!


Background:
Spoiler Alert!

Last edited by johnny139; June 2nd, 2013 at 04:41 PM.
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  #4  
Old June 2nd, 2013, 04:54 PM
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Re: The Book of Captain Marvel (Genis-Vell) (Design Phase)

This guy is going to be interesting for sure. Crazy powerful and crazy to boot

So he will have to roll the d20 after rolling defense every time, but can choose not to lower an opponent's d20 roll if he doesn't want to, to avoid having to roll the d20 himself for Cosmic Madness.

While squaddies don't have much a chance to hurt him, they will force him to roll for Cosmic Madness. Of course they can die from excess shields from Cosmic Awareness, but if they are cheap enough, it may be worth the risk at some points, especially if he has 3 Insanity Markers already.

Even if he does switch sides at some point, he may have done enough, or more than enough damage already to make it okay, especially if he has 4 or 5 wounds by that point.

Cool stuff Johnny.

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  #5  
Old July 5th, 2013, 12:53 PM
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Re: The Book of Captain Marvel (Genis-Vell) (Design Phase)

Pre-emptive edits:

Quote:
Originally Posted by johnny139 View Post
COSMIC MADNESS
After using Captain Marvel's Cosmic Awareness special power, roll the 20-sided die. If you roll 1-6, place an (insert color) Insanity Marker on this card or, if there are already four Insanity Markers on this card, choose an opponent to take control of Captain Marvel. Remove all Order Markers from this card, then give this card to the chosen opponent. Add one die to Captain Marvel’s normal attack for each Insanity Marker on this card.

I know that I do not know.
C3G INDEX - SSE 92 - JSA GENERATIONS
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  #6  
Old September 29th, 2015, 02:25 PM
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Re: The Book of Captain Marvel (Genis-Vell) (Design Phase)

Quote:
Originally Posted by johnny139 View Post
COSMIC AWARENESS
If an opponent chooses Captain Marvel for any special power and rolls the 20-sided die, you may subtract 4 from the roll. When rolling defense against an attack, add one automatic shield to whatever is rolled. All excess shields count as unblockable hits on the attacking figure.

COSMIC MADNESS
After using Captain Marvel's Cosmic Awareness special power, roll the 20-sided die. If you roll 1-7, place a blue Insanity Marker on this card or, if there are already three Insanity Markers on this card, choose an opponent to take control of Captain Marvel. Remove all Order Markers from this card, then give this card to the chosen opponent. Add one die to Captain Marvel’s normal attack for each Insanity Marker on this card.
Fret's recent question in the playtesting thread got me thinking about this...

For those not aware the summary of the situation was this...Captain Marvel was attacked but the attacker wiffed and the question was do you have to roll defense dice because adding the addition shield and the counter strike portion of this power kicks in the Cosmic Madness roll.

Part of Cosmic Awareness is a definite must...but the rest is unclear to me.

Couldn't you choose not to use Cosmic Awareness even if you MUST roll defense. In other words if the official ruling is that you have to roll defense in all cases couldn't you choose to not take the bonus of the extra shield or enact the counter strike portion of that. Technically he didn't need his Cosmic Awareness as the attacker just missed but because he didn't use it he can't counter strike.

It seems off that Captain Marvel lost that battle because the attacker rolled ZERO skulls.

Granted I don't know the character so if he spirals out of control regardless of if he is using his powers and this link is just mechanical then fine but I think it needs rewording...if not and the link is thematic that the more times he uses the power the deeper he gets into insanity then I think it still needs to be reworded.

The original has the special power portion optional but is unclear for the regular defense roll and counter strike.
COSMIC AWARENESS
If an opponent chooses Captain Marvel for any special power and rolls the 20-sided die, you may subtract 4 from the roll. When rolling defense against an attack, add one automatic shield to whatever is rolled. All excess shields count as unblockable hits on the attacking figure.

If using the power is optional all around, perhaps...
COSMIC AWARENESS
If an opponent chooses Captain Marvel for any special power and rolls the 20-sided die, you may subtract 4 from the roll. When rolling defense against an attack, you may add one automatic shield to whatever is rolled and all excess shields count as unblockable hits on the attacking figure.

If the whole thing is a must...
COSMIC AWARENESS
If an opponent chooses Captain Marvel for any special power and rolls the 20-sided die, you may subtract 4 from the roll. When rolling defense against an attack, add one automatic shield to whatever is rolled. All excess shields count as unblockable hits on the attacking figure.

probably not the best wording but maybe someone like @Just_a_Bill could offer an opinion here...or perhaps I'm just the only one with an issue here.


EDIT: just in case. @Karat @IAmBatman @TrollBrute @Viegon @johnny139 @SirGalahad

Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those.
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  #7  
Old September 29th, 2015, 02:34 PM
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Re: The Book of Captain Marvel (Genis-Vell)

The first half (d20 stuff) is optional. The second half (auto-shield) is not.

This design was somewhat shackled by the original Captain Marvel's design, which uses the same construction but lacks the Madness aspect, making it irrelevant. Cosmic Awareness isn't a power you can "use;" it's a sense, making you fully aware of the universe at all times. To be 100% true to theme, it should all be mandatory, but personally I don't think it's worth the hassle.
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  #8  
Old June 2nd, 2013, 04:48 PM
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Re: The Book of Captain Marvel (Genis-Vell) (Design Phase)

Cool! A few questions:

Does he have SS and Flying without the Nega-Bands?
Are the insanity markers supposed to reset after he changes control like Creeper?

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  #9  
Old June 2nd, 2013, 04:52 PM
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Re: The Book of Captain Marvel (Genis-Vell) (Design Phase)

He does have Flying (like his father) and Super Strength (from his Eternal mother).

The Insanity Markers DON'T reset - which means he gets another one AND changes control every time you roll poorly, once he has at least four. He was incredibly erratic once he went mad.
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Old June 2nd, 2013, 06:59 PM
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Re: The Book of Captain Marvel (Genis-Vell) (Design Phase)

Quote:
Originally Posted by johnny139 View Post
He does have Flying (like his father) and Super Strength (from his Eternal mother).

The Insanity Markers DON'T reset - which means he gets another one AND changes control every time you roll poorly, once he has at least four. He was incredibly erratic once he went mad.
Hmm, the problem with that approach and the current wording is that you'd theoretically need infinite markers in order to play him correctly. Luckily, I think it's a really easy fix:

If you roll 1-4, place an Insanity Marker on this card or if there is are at least three Insanity Markers on this card, choose an opponent to take control of Captain Marvel. Captain Marvel's turn immediately ends. Remove all Order Markers from this card, then give this card to the chosen opponent. Add one to Captain Marvel’s normal attack for each Insanity Marker on this card.

That way we won't even need four markers - three will do fine - and it'll still trigger the first time when the fourth marker would have been placed. So mechanically it'll be identical except for not needing as many markers. And it's also clear after the three markers are placed that he can go back and forth forever.

The one thing about this is that if he only comes with three of the markers, Zatanna can technically stop him from trading teams by making one of his markers disappear. So he should probably be tested with her.

C3G can be played with official Heroscape, but it's not recommended.


DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.

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  #11  
Old June 2nd, 2013, 06:14 PM
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Re: The Book of Captain Marvel (Genis-Vell) (Design Phase)

Don't know this guy but it will be cool to have that figure used . I got nothing to add here.
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Old June 2nd, 2013, 07:48 PM
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Re: The Book of Captain Marvel (Genis-Vell) (Design Phase)

Since he doesn't state how many insanity markers he starts the game with, I don't think Zatanna could limit him like that.

However, we could get away from markers altogether by just using wound markers.

If you roll 1-4, place a Wound Marker on this card. If there are at least three Wound Markers on this card, choose an opponent to take control of Captain Marvel. Captain Marvel's turn immediately ends. Remove all Order Markers from this card, then give this card to the chosen opponent. Add one to Captain Marvel’s normal attack for each Wound Marker on this card.

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