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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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  #25  
Old February 12th, 2013, 06:36 PM
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Re: The Book of Mentallo - Design Phase

ERB from Porkins:

Quote:
This guy is going to be scary in a Prof X / Angel build. Use Angel to get Mentallo into position, then roll only 8'so take turns with the enemy's figures!?! Yikes!

Psycho Helmet is a confusing sentence with the sort of double negatives going on (isn't affected / powers that keep). I think it could be reworded to be more clear:

PSYCHO HELMET
Special Powers on the cards of opponents' figures that prevent them from being targeted by non-adjacent attacks or that require clear sight do not affect Mentallo.

Or maybe the ultra-simple: Mentallo does not require clear sight to attack.

Maybe there's a reason I'm not thinking of why that wouldn't work.

So in a fight, who would win: Mentallo or Living Laser. If I recall correctly, Living Laser has a power that says something like: Living Laser cannot be targeted by a non-adjacent attack. Now Mentallo has a power that says that he ignores any power that prevents non-adjacent attacks. So there is a problem with order of precendence, because both powers cancel the other.

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  #26  
Old February 12th, 2013, 06:37 PM
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Re: The Book of Mentallo - Design Phase


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  #27  
Old February 12th, 2013, 06:39 PM
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Re: The Book of Mentallo - Design Phase

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Originally Posted by SirGalahad View Post



Bats started it

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  #28  
Old February 12th, 2013, 06:41 PM
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Re: The Book of Mentallo - Design Phase

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Quote:
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So there wasn't a dic in there until you added one?
"Me so horny" I put it where I can

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  #29  
Old February 12th, 2013, 07:02 PM
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Re: The Book of Mentallo - Design Phase

I like his first suggested wording for Psycho Helmet here:

Quote:
PSYCHO HELMET
Special Powers on the cards of opponents' figures that prevent them from being targeted by non-adjacent attacks or that require clear sight do not affect Mentallo.

Quote:
Or maybe the ultra-simple: Mentallo does not require clear sight to attack.

Maybe there's a reason I'm not thinking of why that wouldn't work.

So in a fight, who would win: Mentallo or Living Laser. If I recall correctly, Living Laser has a power that says something like: Living Laser cannot be targeted by a non-adjacent attack. Now Mentallo has a power that says that he ignores any power that prevents non-adjacent attacks. So there is a problem with order of precendence, because both powers cancel the other.
Living Laser (and other figures with Intangibility) say they can't be targeted by attacks that require clear sight. Mentallo specifically says he isn't affected by such powers. So Mentallo wins. Living Laser breaks the basic rule of the game involving ranged attacks. Mentallo specifically breaks the rule made with Living Laser's breaking of the rule.

I think it's pretty clear. The Civvie questions and the like that David brings up might end up being dicier.

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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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  #30  
Old February 12th, 2013, 07:23 PM
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Re: The Book of Mentallo - Design Phase

That works

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  #31  
Old February 12th, 2013, 09:25 PM
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Re: The Book of Mentallo - Design Phase

I updated the SP with Porkin's version of Psycho-Helmet and changed the contractions of "didn't" to "did not" in a couple places.

I also though about a couple wording changes based on Porkin's comment about Angel/Mentallo combo. Porkins brought up a good point about Mentallo and Angel, as could also be said with Mentallo and [redacted]. It would seem there would be a loophole in getting the +5 bonus if he didn't move on his turn, but was moved by some other means like Angel or [redacted], as each would allow Mentallo to take a turn after being moved, either by Prof X's second activation or [redacted].

The reason for the boost if he doesn't move is that it's a weakness. He needs to stand still to concentrate more and thus the boost.

Quote:
choose a Unique Hero within 10 spaces and roll the 20-sided die. If Mentallo did not move was not moved this turn, add 5 to the die roll. If you roll 13 or higher, you may take temporary control of the chosen figure and immediately take a turn with it. At the end of the turn, control of the chosen Hero returns to the player who controlled the Hero before Telepathic Suggestion was used; or
or

Quote:
choose a Unique Hero within 10 spaces and roll the 20-sided die. If Mentallo did not move this was not moved during the controlling player's turn, add 5 to the die roll. If you roll 13 or higher, you may take temporary control of the chosen figure and immediately take a turn with it. At the end of the turn, control of the chosen Hero returns to the player who controlled the Hero before Telepathic Suggestion was used; or

Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man

TUTORIAL FOR RE-BASING FIGURES


3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon

Last edited by IAmBatman; April 19th, 2013 at 10:25 PM. Reason: [redacted]
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  #32  
Old February 13th, 2013, 11:51 AM
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Re: The Book of Mentallo - Design Phase

If you're reading the card, because you control it, then you are the controlling player. So I think it'd be clearer to say "your turn" there.

Good thoughts, though, and good addition!

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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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  #33  
Old February 13th, 2013, 09:32 PM
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Re: The Book of Mentallo - Design Phase

Quote:
choose a Unique Hero within 10 spaces and roll the 20-sided die. If Mentallo did not move this was not moved during your turn, add 5 to the die roll. If you roll 13 or higher, you may take temporary control of the chosen figure and immediately take a turn with it. At the end of the turn, control of the chosen Hero returns to the player who controlled the Hero before Telepathic Suggestion was used; or
Thanks Bats, that makes a ton of sense, and saves text

Updated SP

Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man

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  #34  
Old February 13th, 2013, 10:03 PM
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Re: The Book of Mentallo - Design Phase

Sweet.

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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  #35  
Old February 23rd, 2013, 11:03 AM
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Re: The Book of Mentallo - Design Phase

C3G INITIAL PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT MENTALLO

- 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.
PASS

- 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.
PASS

- 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.
PASS

- 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.
PASS –

- 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.
PASS

- FUN TEST/ Consider whether or not the design was fun to play.
PASS.

- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
PASS-

- DRAFTING TEST/ Consider whether or not this design is worth drafting.
PASS –

- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
PASS – .

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS -.

Heavy Hitter or Mid-Level Hero Test
- Does it pass, Yes or No? .Yes
- What should be the unit's point value? 80-90
- Give a brief overview. . When going 1 v 1, Mentallo is pretty weak, as he should be. He can sometimes manipulate an opponent with Telepathic Suggestion to move into a different spot that isn't beneficial for them, but ultimately it's not enough to really matter because he has a low attack and defense. His Psycho-Helmet was helpful vs. Sharon Carter in nullifying her Covert Agent so he could attack her. He also is a good counter to Puppet Master as PM has no effect on him and lower defense and lives. In a real game though, PM can affect others to handle Mentallo perhaps, but Mentallo can still be an option to neuter PM.



Spoiler Alert!








Squad Test
- Does it pass, Yes or No? .YES
- What should be the unit's point value? 120
- Give a brief overview. ..It looked bad for AIM early as Mentallo used Telepathic Suggestion after moving and rolled well (18, 8 and 20) when needing 13+ after moving. One of the Agents killed another one but the second controlled one missed. AIM managed to get 2 wounds on him and then he didn't move (had height) and used TS again and rolled 3, 20 and 14 when needing only 8+. One more Agent got killed from his teammate but the other one missed. This is where I decided that Mentallo shouldn't be able to use TS when engaged because thematically he needs to concentrate and can't when someone is in his grill. So AIM engaged him and he had to attack normally and killed an Agent, but then AIM won initiative to engage another one with him so he couldn't use TS. They lit him up after that with their normal attacks when he had height. Had he won initiative for round 2, he could have possibly won because at that point he wasn't engaged and only needed 8+ to have the remaining 3 Agents attack each other.



Map: .Custom.
Units: Mentallo vs. A.I.M. Agents x 2 (140)


Spoiler Alert!



Squad Test
- Does it pass, Yes or No? .YES
- What should be the unit's point value? 120
- Give a brief overview. .It was really ugly for the Inmates early as Menatallo again had a great initial TS after moving with rolls of 18, 19 and 11 when needing 13+, to get 2 Inmates to attack other Inmates. The funny thing about this is that if the attacker doesn't kill the other Inmate, Aggravated Assault kills the attacker. So 2 Inmates got killed by the controlled attacker, and 2 attacking Inmates got killed by Aggravated Assault. Eventually an Inmate got adjacent to Mentallo after he attacked and missed to get the Inmate adjacent to him with Aggravated Assault and put a wound on him. Mentallo took 2 wounds from Aggravated Assault and eventually fell to a 2/0 attack from the last Inmate.

Map: . Custom.
Units: Mentallo vs. Arkham Inmates x 2 (120)



Spoiler Alert!




Army Test
- Does it pass, Yes or No?.YES
- What should be the unit's point value? .140
- Give a brief overview..Mentallo did just about 140 points of damage with Telepathic Suggestion, as he had a Ninja put 3 wounds on Bullseye and Bullseye put 1 wound on Boomerang. KP's army didn't have enough figures to really protect Mentallo from getting moved adjacent to, and the Skrull Infiltrators were key in keeping him engaged. That said, Sandman and Electro didn't hold up their end and really couldn't take down Bullseye that had 3 wounds from like the 2nd turn of the game. He had height to give him a defense of 6, but they just couldn't bust through it as he rolled great defense. Had they taken him out, it would have been a much closer game IMO.
.
Units: . Mentallo (140) Kingpin (220) Sandman (210) and Electro (135) for 705 VS. Ninja x 3 (255) Bullseye (175) Boomerang (130) Talia (110) and Skrull Infiltrators x 3 (30) for 700 points.



Spoiler Alert!




Army Test
- Does it pass, Yes or No? .YES
What should be the unit's point value? .120
- Give a brief overview. .Mentallo had moved up against the SZ side of the building to max his range and keep out of sight from enemy. He tried and failed once to use Telepathic Suggestion vs a Sentinel. Had he succeeded, things could have been different as he was going to send it into lava and that was the Sentinel that later came and killed Prof. X and Mentallo. He would have tried more, but his teammates were in better position with better attacks vs. the menacing Sentinels and it felt a safer choice to attack with them than try to roll an 8 or higher to get the +5 to make it 13 or higher for success. I probably could have tried it again, but I couldn't count on the poor attack rolls of his teammates and the great defense rolls of the Sentinels.

Map: .HYDRA Base Gehenna
Units: .Mentallo (140) Prof X (220), Colossus (260) Jean Grey (180), Magma (170) Banshee (160) Angel (90) Shadowcat (80) and Jubilee (60) fgor 1360 points Vs. Magneto II (375) Archangel (260) Sage (180) Sentinels x 3 (480) Destiny (55) and 1 Skrull Infiltrator (10) for 1360 points.
Spoiler Alert!

Hand of fate is moving and the finger points to you
...Iron Maiden - The Wicker Man

TUTORIAL FOR RE-BASING FIGURES


3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon

Last edited by Hahma; March 3rd, 2013 at 09:57 PM.
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  #36  
Old February 23rd, 2013, 11:10 AM
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Re: The Book of Mentallo - Design Phase

Quote:
TELEPATHIC SUGGESTION
If Mentallo is not engaged, instead of attacking, you may do one of the following:
I made this change this in the SP to only allow Telepathic Suggestion to work if Mentallo wasn't engaged. It makes thematic sense since he need needs to concentrate somewhat and he can't do so with an enemy in his grill.

Gameplay wise, it also helps keep him from being more powerful than he should be. He can still be protected by teammates somewhat, but considering the control he can have over multiple figures with squads, it is a good change IMO.

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