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.
Hmm, just a thought to make the inclusion if Civvie Matt a tad more appealing here. What if we did something like this?:
NELSON AND MURDOCK
When placing Order Markers you may place an additional "X" Order Marker on this card, or on a card you control that has the identity of Matt Murdock. Before rolling attack dice with a Matt Murdock figure you control, you may reveal an "X" Order Marker on that card to add 1 to his Attack number this turn, or 2 to his Attack number this turn if he is adjacent to a Client you control.
I'm not opposed to that at all. I had a thought as well, to add a qualifier that Murdock have the Fearless personality. I was thinking about writing up a Shadowland Daredevil that would have the Ruthless personality and I don't think Foggy should be able to synergize with him.
Looks good. Like how the design is simpler and more specifically supports Matt Murdock figures. Something I think we should strive for with non-powered civilian designs, elegancy and specific uses.
I'll get the checklists updated this week. I've been on two different flights to different cities this past week, so haven't had time to sit down and update. Once I have checklists updated I'll call for Initial again.
Efficiency- Check to see if your design is providing armies with turns/moves/etc. to a degree that would make it difficult or impossible for an opponent to keep up with your output.
1. Does your design allow itself or figures to move/attack/take a turn/etc. instead of/in addition to your normal turn for revealing an Order Marker? Is it granting these benefits to too broad a range of units? Does it combine with other powers to create overly long or powerful chains of actions?
No.
2. Does your design allow you to take actions during an opponent's turn? Can it combine with other powers to create tediously long reactions to enemy actions or a restrictive environment?
No.
3. Does your design allow you to rearrange your Order Markers or otherwise bypass the costs of Order Marker requirements on the special powers of other figures?
No.
4. Is your design doing anything outside of a player's turn, at the start or end of the round? Is the effect too powerful by itself or when combined with other powers?
Yes, picking an Army Card for Criminal Discovery to either view Order Markers or add to the Criminal class. No, it does not appear to be too powerful.
5. Does your design have any powers that trigger anytime it moves as opposed to only when it moves normally on its turn? Will it be too efficient when combined with figures that grant extra moves to figures?
No.
6. Is your design adding or subtracting from initiative rolls? Will it pair too easily with other figures that alter initiative or have powers triggering on the results of initiative rolls?
No.
Potency- Check to see if your design is wounding/removing/etc. enemy figures, increasing the chances of other figures in your army doing so, or otherwise directly effecting the number of figures available to players to a degree that would make it difficult or impossible for an opponent to recover from.
1. Does your design have a chance to inflict wounds or destroy figures? Is it getting these chances too frequently or having to high a chance of success? Is the power balanced against expensive targets that can cause a massive swing in the game when destroyed?
No
2. Is your design adding to the stats or 20-sided die rolls of other figures in your army? Is it boosting a broad enough range of units effectively enough to become a 'mandatory' draft or inhibit future design space? Can it be combined with other boosts too easily?
Yes, very specific though, not broad. Does not feel like it would create a mandatory draft figure overall or boost too easily as it requires X Order Markers on Matt Murdock only.
3. Will your design benefit from stat boosts or other enhancement to an overpowering degree? Will it restrict future growth within its faction or point cost by limiting available boosts to others?
May need to watch boosts to Daredevil in the future, but he will only be getting a plus 1 to attack per X OM once the Client is off the battlefield.
4. Does your design take control of enemy figures permanently or temporarily? Is it too difficult to for your opponent to regain control of their figure or recover from the losing the figure? Does the method of taking control expose the enemy figure to the powers of other figures in your army that can easily destroy it?
No
5. Can your design heal itself or others or revive itself or others? Is it doing so in a way that an opponent cannot hope to overcome in certain scenarios?
No
6. Does your design place enemy figures on its card or otherwise have an unconventional method of temporarily removing enemy figures from play? Will it guarantee your victory against a single remaining enemy figure?
No
Chicanery- Check to see if your design is preventing your opponent from taking actions with too much ease or is otherwise causing negative play experience through tactics that make your opponent feel you're 'not playing fair'
1. Does your design restrict the movement of enemy figures, or allow you to move enemy figures? Can it do so in a way that results in an unwinnable scenario for your opponent if they are down to one figure, possess only figures with a range of 1, etc.? Can your design easily combine with other figures to greatly impede enemy figures or otherwise gain an excessive advantage?
Design does not affect movement of enemy figures in any way.
2. Does your design effect/change the placement of an enemy's Order Markers, or remove their Order Markers entirely? Can it force Order Markers to go onto cards that have no figures on the battlefield? Can your design easily combine with other figures to completely dictate the placement of an enemy's Order Markers or remove all of their Order Markers?
Criminal Discovery provides the option to allow Foggy to view all unrevealed OMs on an enemy figure’s card, but does not move or remove the OMs in anyway. It will definitely benefit figures that need to know where certain OMs are at such as Jessica Jones, Detective Chimp, or anyone facing off against the Riddler. In that way, it will probably dictate OM placement to the opposing player in that they will lean away from using OM hubs. However, I don’t believe powers negatively affecting OM hubs is new to the game.
3. Does your design inhibit your opponent from attacking your figures or make attacking a losing proposition? Are there scenarios or combinations that make your opponent totally unable to harm your figures through attacking?
Combined with Matt Murdock, it could, but Murdock’s power, even with two X OMs still only protects himself and his Client within a range of 4. Other figures would be open for attack.
4. Does your design directly negate the powers of enemy figures or otherwise ignore them in a way that can completely disrupt the opponent's strategy or leave them feeling like they are stuck playing figures without special powers?
No, I don’t believe so.
5. Does your design become overly powerful in a podded group of figures, or provide significant benefit to your army without leaving your Start Zone?
Foggy and Matt will not need to be podded. But yes, this figure is designed to provide a benefit to your army without having to leave his Start Zone as Foggy works from a law office.
6. You can attack your own figures in Heroscape, does your design have any powers that will trigger off of doing so or otherwise wounding/destroying your own figures? Is this intentional on your part? Will the design be too efficient or potent when doing so?
No
Consistency Checklist – Short Form
Spoiler Alert!
Consistency Concerns
Name and Identity
Verify character is named in a way that is clear, accurate and feels consistent with the way other characters are named.
Correct, but could be changed to Franklin “Foggy” Nelson. No Secret Identity needed. Would prefer to keep Foggy over Franklin if a decision has to be made between the two.
Uniqueness and Type
Verify that the power text reflects the listed uniqueness and type, that the uniqueness fits the character, and that squad size is listed for squads.
Correct
Left Box
If the character's species, class or personality is reused, verify that the character feels thematically consistent with other figures that have that species, class or personality. If they are not reused, verify that there is no pre-existing species, class or personality that would make more sense.
Class is the same as Matt Murdock which is appropriate. Species is correct. He shares the personality of “Loyal” with other figures such as Alfred, Cosmo, Bob – Agent of Hydra, Dagger, and Dum Dum Duggan. It appears appropriate given his relationship to Matt Murdock/Daredevil.
Size and Height
Verify that the listed size and height are accurate. Standing the mini up next to a stack of tiles, and a few other minis of various sizes, is encouraged.
Medium 5 seems appropriate.
Super Strength and FlyingVerify that these special powers are present if they make sense, and not if they don't.
No Superstrength or Flying Needed. Correct
New Powers - Names
Verify that any new powers are not using power names identical to, or very similar to, pre-existing powers. Verify that any new powers are actually new and not old powers with new names.
No issues here.
New Powers - EffectsVerify that the effect and timing of all new powers is clear. Verify that any logical immunities, benefits, or weaknesses (whether those be necessary for thematic or mechanical reasons) are implemented: consider whether defensive powers that work against normal attacks should also work against special attacks, whether or not a power has an elemental component that some figures should resist, and whether or not unliving figures (such as Undead and Androids) should be affected.
Both powers have clear effects and timing. No issues here.
Reused Powers
Verify that the design is reusing powers in place of creating new ones, where reused powers could implement the same theme and mechanics with no differences or only trivial differences. Verify that any reused powers have the correct text.
No Issues Here
Power Level
Verify that the character's movement, attack, range, and defense (in conjunction with any special powers that enhance those stats) feel consistent with the capabilities of characters with analogous powers and abilities. Verify that the character falls into a similar point range to characters with comparative powers and abilities.
Power level seems appropriate given that Foggy is not athletic in any manner of speaking and does not engage in physical confrontation unless provoked.
Checklists have been re-evaluated after the last round of changes. I apologize for the delay.