C3G Legacy LibraryThis 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.
Re: The Book of Vibe (Paco Ramon) - WAIT for Initial Playtes
And then I hit the same number of shields on rerolls the first four times he's attacked (with 4 defense dice from Wonder Woman's boost no less!). He's dancing up a storm right now.
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.
Re: The Book of Vibe (Paco Ramon) - WAIT for Initial Playtes
Tweaked Rhythmic Defense slightly in the SP to require you to roll at least one shield first for it to trigger. Otherwise defensive subtraction powers basically make him God, which is crazy and unthematic.
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.
Re: The Book of Vibe (Paco Ramon) - WAIT for Initial Playtes
C3G INITIAL PLAYTEST FEEDBACK FORM NAME OF THE PLAYTEST UNIT: VIBE (PACO RAMON) VERSION TESTED
Spoiler Alert!
NAME = VIBE
SECRET IDENTITY = PACO RAMON
SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = BRASH
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 4
ATTACK = 3
DEFENSE = 3
POINTS = 150
JUSTICE: DETROIT STYLE If Vibe is destroyed by an enemy figure, you may place his figure on that enemy figure's Army Card. If you do, for the remainder of the game any Champion, Telepath, or Warrior Hero you control adds one extra die to its normal attack against that enemy figure.
VIBROSHOCK KNOCKBACK
After an opponent rolls defense dice against Vibe's normal attack, if the defending figure is within 4 clear sight spaces of Vibe, you may Knockback the defending figure by placing it on an empty space up to X spaces from its current position. X is equal to the number of skulls rolled in the attack. A figure moved by this special power never takes any leaving engagement attacks and cannot be placed closer to Vibe than its original placement. A figure moved by this special power can receive any falling damage that may apply. When Vibe attacks using his normal attack, he may attack one additional time.
RHYTHMIC DEFENSE
If roll at least one shield for Vibe against a normal attack, you may roll one combat die for each die rolled. If you roll the same number of shields as were rolled for defense, Vibe takes no damage and may immediately move up to two spaces. When Vibe is moved this way, he will not take any leaving engagement attacks.
Army Test
Map: Conflict Chernobyl
Units: Vibe (150), Wonder Woman (III) (310), Batman (III) (250), Black Canary (190) (900) vs (Fightin In the Streets) Luke Cage (190), Iron Fist (260), Shang-Chi (230), Jessica Jones (220) (900)
Spoiler Alert!
Round 1: Initiative Fighters. Shang-Chi advances, Vibe advances, Luke and Jessica advance, Vibe advances, Luke and Iron Fist advance, Vibe advances and parks between Luke Cage and Jessica Jones and chooses not to knock either of them back. He fails two attacks on Jessica.
Round 2: Wonder Woman sheds a JL Marker. Initiative Justice League. Vibe attacks Jessica, knocks her to lower height and attacks again, finally hitting her for one wound. Iron Fist tries to slam his fist into Vibe, who dances out of the way. Iron Fist heals Jessica one wound. Luke gets in a four skull attack and Vibe again dances out of the way. Vibe attacks Jessica Jones from height twice for two wounds. Vibe keeps dancing, avoiding attacks from Iron Fist and Luke Cage. Vibe KO’s Jessica Jones with a double attack. Vibe’s dancing days are over when Iron Fist and Luke Cage each hit him for two wounds.
Round 3: Wonder Woman sheds a marker. Initiative Fighters. Shang-Chi and Luke advance. Black Canary advances. Shang-Chi walks through Black Canary and hits her for a flurry of blows, landing two wounds. Luke engages her and hits her for a third. Black Canary wipes out Luke Cage with Fists of Fury. Luke had OM3. Black Canary whiffs a Canary Cry on Shang-Chi.
Round 4: Wonder Woman sheds her last JL Marker. Initiative Justice League. Canary makes the mistake of trying to punch out Shang-Chi and he finishes her with Martial Arts. Shang-Chi engages Batman and Wonder Woman, but can’t hit Wonder Woman. Batman channels the spirit of Detroit and his Justice League boost and hits Shang-Chi for two wounds. Shang-Chi hits Wonder Woman for three wounds and Batman hits back for one. Shang-Chi KO’s Wonder Woman.
Round 5: Initiative Batman. He takes down Shang-Chi, who had all the OM’s. Batman advances and gets in a ranged shot on Iron-Fist but can’t hit.
Round 6: Initiative Batman, who punches Iron Fist for three wounds. Iron Fist fails to hit back, but does heal a wound. Batman and Iron Fist trade wounds. Then Batman finishes Iron Fist.
Unit Summary: Nice showing for Vibe here, who went on a hot streak with Rhythmic Defense. No special attacks or auto-wounds to counter him here, though, so he probably get in more offense than he will in a lot of games. Justice: Detroit Style was valuable to Batman in end game, but not game-breaking.
Damage Done (Normal Attack): Inflicted (5) wounds on (Jessica Jones (5))
JUSTICE: DETROIT STYLE: He made enough of a nuisance of himself to trigger this early and power up Batman and Wonder Woman.
VIBROSHOCK KNOCKBACK: The double attack was invaluable and the knocking back had some use here (largely to get height for the second attack).
RHYTHMIC DEFENSE: Triggered (4) times to stop Vibe from taking damage
Who won? List figures remaining in the winning army (include life remaining for heroes): Batman with 3/4 Life wins.
SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = BRASH
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 4
ATTACK = 3
DEFENSE = 3
POINTS = 150
JUSTICE: DETROIT STYLE If Vibe is destroyed by an enemy figure, you may place his figure on that enemy figure's Army Card. If you do, for the remainder of the game any Champion, Telepath, or Warrior Hero you control adds one extra die to its normal attack against that enemy figure.
VIBROSHOCK KNOCKBACK
After an opponent rolls defense dice against Vibe's normal attack, if the defending figure is within 4 clear sight spaces of Vibe, you may Knockback the defending figure by placing it on an empty space up to X spaces from its current position. X is equal to the number of skulls rolled in the attack. A figure moved by this special power never takes any leaving engagement attacks and cannot be placed closer to Vibe than its original placement. A figure moved by this special power can receive any falling damage that may apply. When Vibe attacks using his normal attack, he may attack one additional time.
RHYTHMIC DEFENSE
If roll at least one shield for Vibe against a normal attack, you may roll one combat die for each die rolled. If you roll the same number of shields as were rolled for defense, Vibe takes no damage and may immediately move up to two spaces. When Vibe is moved this way, he will not take any leaving engagement attacks.
Army Test
Map: Conflict Chernobyl
Units: Vibe (140), Aquaman (II) (330), Martian Manhunter (I) (300), Vixen (150), Gypsy (180) (1,100) vs Gorilla Grodd (II) (285), Captain Cold (I) (90), Rainbow Raider (75), Tar Pit (150), Abra, Kadabra (160), Blacksmith (210), Magenta (130) (1,100)
Spoiler Alert!
Round 1: Gypsy views Grodd’s markers. Initiative Justice League Detroit. Vixen goes Eagle. Martian Manhunter advances and then brings up Aquaman and Vibe. Grodd sends up Magenta and Tar-Pit. Martian Manhunter abuses his invisibility to hit Magenta for two wounds from range, then has Aquaman, Vibe, and Vixen advance. Tar-Pit ties down Martian Manhunter, but can’t hit him. Blacksmith advances. Vibe advances and attacks Magenta twice. He hits her for a wound, pushes her to water, then gets blocked. Captain Cold targets Vibe and subtracts two from his defense. This actually works in Vibe’s favor as he rolls zero shields both times and thus blocks. I think that’s silly, though, and the power should only trigger if he rolls at least one shield, so I’m altering the text and Vibe takes two wounds. Magenta and Blacksmith both fail to hit Martian Manhunter.
Round 2: Gypsy views Grodd’s markers. Initiative Justice League Detroit. Vixen stays Eagle. Vibe attacks Tar-Pit, pushing him back to free Martian Manhunter, then attacks Cold, but whiffs. Captain Cold double whiffs on his special attack on Martian Manhunter and Blacksmith hits Martian Manhunter for two wounds. Martian Manhunter finishes Magenta from range. Captain Cold gets all skulls on his special attack to put three wounds on Martian Manhunter. Tar-Pit locks down Martian Manhunter but can’t finish him. Blacksmith can’t hit Aquaman from height. Martian Manhunter fails to hit Captain Cold but moves around Vibe, Gypsy, and Aquaman. Grodd uses a marker but neither Cold nor Blacksmith can do anything.
Round 3: Gypsy views Blacksmith’s markers. Initiative Rogues. Vixen goes Rhino. Captain Cold can’t hit Martian Manhunter. Blacksmith can’t hit Vixen. Martian Manhunter hits Captain Cold for three wounds. Cold KO’s Martian Manhunter, Abra Kadabra hits Aquaman for two wounds, and Blacksmith takes a swipe from Vixen but puts two wounds on her from height. Vibe fails to hit Blacksmith on a double attack. Captain Cold KO’s Vixen. Abra Kadabra can’t hit a Submerging Aquaman. Blacksmith KO’s a whiffing Vibe. Aquaman KO’s Captain Cold with his Harpoon.
Round 4: Gypsy views Blacksmith’s markers. Initiative Justice League Detroit. Aquaman harpoons Blacksmith for a wound, then pulls her onto water, taking advantage of Justice: Detroit Style, Water Strength, and Blacksmith’s Water Weakness to finish her off. Blacksmith had OM1. Aquaman uses the same trick to pull Abra Kadabra down and put two wounds on him. Blacksmith had OM2. Aquaman puts a third wound on Abra. Grodd advances.
Round 5: Gypsy views Grodd’s markers. Initiative Rogues. Grodd sheds a marker and has Abra hit Aquaman from height for two wounds. Aquaman submerges before Grodd can finish him. Aquaman harpoons Grodd for a wound, pulls him down, then punches him for three more. Grodd avoids a swipe from Aquaman and goes after Gypsy with his Pounding Fists, but she flips away. Aquaman can’t harpoon Grodd and Rainbow Raider can’t do anything useful to Aquaman. Aquaman can’t hit Grodd.
Round 6: Gypsy goes in blind. Initiative Rogues. Grodd sheds a marker. Grodd can’t hit Gypsy and Abra can’t hit Aquaman. Aquaman Harpoons and punches out a whiffing Tar-Pit. Rainbow Raider can’t hit Aquaman. Aquaman punches out Abra Kadabra. Tar-Pit had OM3. Gypsy can’t hit Grodd.
Round 7: Gypsy looks at Grodd’s markers. Initiative Justice League Detroit. Aquaman fails to harpoon Grodd. Grodd rolls terribly on attack, but two one skull attacks slip through. Aquaman harpoons and punches out Rainbow Raider. Rainbow Raider had OM2. Aquaman catches Grodd whiffing for a wound. Gypsy catches Grodd whiffing for a wound to finish it.
Unit Summary: Vibe’s enduring offensive boost was nice here, though he didn’t do terribly much else. This one felt balanced with an end game that seemed it could go on forever. Aquaman and Gypsy just got more breaks down the stretch.
Damage Done (Normal Attack): Inflicted (1) wounds on (Magenta (1))
JUSTICE: DETROIT STYLE: Triggered near the end of Round 3 with only Aquaman and Gypsy left to take advantage,
VIBROSHOCK KNOCKBACK: Always helpful for the double attack. It was useful for keeping Martian Manhunter free of Tar-Pit as well.
RHYTHMIC DEFENSE: Triggered (0) times to stop Vibe from taking damage
Who won? List figures remaining in the winning army (include life remaining for heroes): Aquaman with 1/5 Life and Gyspy with 2/4 Life win.
SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = BRASH
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 4
ATTACK = 3
DEFENSE = 3
POINTS = 150
JUSTICE: DETROIT STYLE If Vibe is destroyed by an enemy figure, you may place his figure on that enemy figure's Army Card. If you do, for the remainder of the game any Champion, Telepath, or Warrior Hero you control adds one extra die to its normal attack against that enemy figure.
VIBROSHOCK KNOCKBACK
After an opponent rolls defense dice against Vibe's normal attack, if the defending figure is within 4 clear sight spaces of Vibe, you may Knockback the defending figure by placing it on an empty space up to X spaces from its current position. X is equal to the number of skulls rolled in the attack. A figure moved by this special power never takes any leaving engagement attacks and cannot be placed closer to Vibe than its original placement. A figure moved by this special power can receive any falling damage that may apply. When Vibe attacks using his normal attack, he may attack one additional time.
RHYTHMIC DEFENSE
If roll at least one shield for Vibe against a normal attack, you may roll one combat die for each die rolled. If you roll the same number of shields as were rolled for defense, Vibe takes no damage and may immediately move up to two spaces. When Vibe is moved this way, he will not take any leaving engagement attacks.
Army Test
Map: Conflict Chernobyl
Units: Vibe (150), Huntress (170), Green Arrow (II) (210), Hawkwoman (260), White Canary (210) (1,000) vs (JLA Trinity) Superman (III) (440), Batman (III) (250), Wonder Woman (III) (310) (1,000)
Spoiler Alert!
Round 1: Wonder Woman sheds a marker. Initiative Justice League. Superman advances. White Canary advances with Vibe and Huntress. Superman attacks Huntress from height but she rolls like a champ, takes one wound, and sends one back with Ruthless Counter Strike. White Canary climbs on even height with Supes, rolls all skulls, and puts a wound on him. Green Arrow sheds a marker and attacks for all skulls, but Supes blocks. Superman can’t hit White Canary (terribly rolling for him). Vibe knocks Superman off height and hits him for one wound, setting up White Canary, who biffs her roll.
Round 2: Wonder Woman sheds a marker. Initiative Legends. White Canary leads well. Hawkwoman and Vibe can’t hit Superman, but Vibe keeps pushing him back, White Canary rolls all skulls from height and hits Superman for another wound. Superman, trying to salvage things, speeds over and hits Green Arrow for a wound. Vibe pushes Supes off Green Arrow, but neither he nor White Canary can hit Supes from height. Superman punches out Green Arrow. Huntress and White Canary fail to hit Supes. Superman puts two wounds on Huntress from height and takes a fifth wound from Ruthless Counter Strike.
Round 3: Wonder Woman sheds her last marker. Initiative Legends. Huntress and White Canary fail to hit Supes. Superman gets finished by Ruthless Counter Strike. Batman takes the Order Markers and Wonder Woman takes the JL Markers. Vibe and White Canary advance. Batman one-shot snipes White Canary from range. White Canary had OM3. Batman avoids a passing swipe from Vibe and finishes Huntress from range.
Round 4: Wonder Woman sheds a JL Marker. Initiative Justice League. Batman hits Hawkwoman for two wounds. Vibe engages Batman, takes two wounds from Master Martial Artist, but pushes Batman back, then fails to hit him on the second attack from height. Batman KO’s Hawkwoman from height. Hawkwoman had OM2. Batman KO’s Vibe, who whiffs his defense, ending it.
Unit Summary: With so many early counters to Superman, the Legends looked in good shape here, but Batman had luck on his side and tore them up after Superman fell. Vibe had two solid showings, followed by a come back down to Earth showing here.
Damage Done (Normal Attack): Inflicted (1) wounds on (Superman (1))
JUSTICE: DETROIT STYLE: Vibe couldn’t get anyone to target him and was the last to fall here.
VIBROSHOCK KNOCKBACK: Used to knock down Superman and try to set up White Canary. Always handy for the double attack.
RHYTHMIC DEFENSE: Triggered (0) times to stop Vibe from taking damage
Who won? List figures remaining in the winning army (include life remaining for heroes): Batman and Wonder Woman with Full Life win.
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.
Re: The Book of Vibe (Paco Ramon) - WAIT for Initial Playtes
I'm digging him. He shines if the game flows his way, but he can be countered if things aren't lining up. Feels solid and fun overall. I'm thinking I'd like to stick to 150 for now and move to public playtesting.
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.
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.
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.