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#49
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Re: Public Design Workshop 2.0
Some great feedback, thanks!
1. Path of Revenge is something the main character says a few times, so I think I would just add some more flair to it. In general what I was going for there is it combining with the additional normal attack actions so a path could be cut through a mass swarm of bodies on their way to their true target. Moving and killing their way forward, always. PATH OF REVENGE After making a normal attack action, you may maneuver 2 spaces. If you end that move adjacent to a new enemy, you may roll 1 damage die against it. 2. Good point there. Maybe make each figure move once before moving twice, before moving 3 times, etc. Then when in pursuit of Flash, the squad of 4 would all move 3 times. Doesn't solve the problem of when only 1 is left in play though, and no they don't have any magic abilities. So maybe just a cap will do it. IN PURSUIT OF PREY During setup, choose an opponent’s Unique Hero to be the Four Fangs Prey. After the Prey uses a move action, you may maneuver 1 of the Four Fangs 1 space for each space the Prey moved. No 1 Fang may move more than 5 spaces per turn. 3. Hadn't considered that. I guess them hopping away to avoid attacks wouldn't bother me. Between their own range 1 attack limitation and counter strike, trying to avoid a fight will only last so long. I also wouldn't be bothered by dropping the Stealth symbol and making them risk swipes. 4. I had briefly considered having a way for them to spend the markers they collected, but abandoned the idea as I though it was making the card overly complicated. So changing it so you just remove the investment marker from play to get the free start of the round activation is a good idea. BLADES FOR HIRE After rolling for initiative, before any Order Markers are revealed, an ally with an investment marker on its card may remove that marker to this card to activate the Four Fangs. |
#50
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Re: Public Design Workshop 2.0
Pitching a 2.0 port/slight rework of my proposed Godspeed design for 1.0
NAME = GODSPEED SECRET IDENTITY = AUGUST HEART SPECIES = METAHUMAN UNIQUENESS = UNIQUE HERO CLASS = ANTAGONIST PERSONALITY = DRIVEN SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 12 RANGE = 1 ATTACK = 5 DEFENSE = 4 POINTS = ??? SUPERSPEED Godspeed may move through all figures and does not have to stop his movement when entering water spaces. After Godspeed's attack phase, he may maneuver up to 2 spaces. DIVIDED SPEED FORCE Before activating Godspeed, you may place a Godspeed figure within 3 spaces of Godspeed, even if that figure had previously been destroyed. If there are any other Godspeed figures on the battlefield, reduce Godspeed's attack by 1 and his movement by 3. SIPHONED SPEED When any Godspeed figure in your army destroys a Common or Squad figure, roll a D20. On a 16+, Godspeed heals 1 wound. When any Godspeed figure in your army destroys a Unique Hero, Godspeed heals 1 wound, and, if that figure has the Speedster keyword, heals 1 additional wound. SPEED DODGE 4 If Godspeed has 1+ blanks when defending, he avoids the attack and may maneuver up to 4 spaces. STEALTH NAME = GODSPEED SECRET IDENTITY = SPEED CONSTRUCT SPECIES = METAHUMAN UNIQUENESS = UNIQUE HERO CLASS = ANTAGONIST PERSONALITY = DRIVEN SIZE/HEIGHT = MEDIUM 5 LIFE = 4 MOVE = 9 RANGE = 1 ATTACK = 4 DEFENSE = 4 POINTS = ??? SUPERSPEED Godspeed may move through all figures and does not have to stop his movement when entering water spaces. After Godspeed's attack phase, he may maneuver up to 2 spaces. SPEED FORCE CONSTRUCT Godspeed does not start the game on the battlefield. When this figure is placed on the battlefield, remove all wound markers on this card. During cleanup, roll the 20-sided die. If you roll an 8 or lower, all Godspeed figures you control on the battlefield take one wound. If Godspeed is destroyed, all Godspeed figures you control on the battlefield take two wounds. At the start of each round, you may remove Godspeed from the battlefield. GODSPEED ASSAULT After an ordered activation with an allied Godspeed, you may activate Godspeed. You may not activate additional figures this turn. If this figure attacks a figure engaged with another Godspeed you control, add 1 to its attack. SPEED DODGE 4 If Godspeed has 1+ blanks when defending, he avoids the attack and may maneuver up to 4 spaces. STEALTH Last edited by ALEXAN2507; March 13th, 2024 at 03:43 PM. |
#51
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Re: Public Design Workshop 2.0
Some notes on what I actually changed from the original 1.0 version I wrote up years ago
1. Originally I had both Godspeed and his clone as having August Heart as their secret identity, with the clone being named "Speed Force Clone". I figure naming them both Godspeed and giving them their own SIs avoids having to put in a "you can draft this August Heart with this August Heart" clause, and naming them both just Godspeed allows easier callouts of each other thanks to the new italics use in 2.0 2. Speed Siphon is a new addition. I felt like with the auto roll-to-wound, it might discourage people from using him for too high a burnout risk, so now there's a bit more of an aggressive risk-reward play. Also added a clause for destroying the Speed Force clone causing Original Godspeed some wounds, to add to the risk more. Also added an automatic "you can remove the Speed Force clone at start of round" clause which I didn't have before and probably should've. |
#52
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Re: Public Design Workshop 2.0
Godspeed, he is a Jojo.
Pretty cool - 4 powers is a lot, but luckily 2.0 language lets us clean some of that up. Like for example, you can do this; Quote:
I guess my first instinct is to lose a lot of the stuff around him getting more/less powerful/hurt when he has the clone out? Like keep some in for flavor if it's essential, but splitting into 2 guys is this card's main thing...he should be good at it! My second instinct is to try to get all the clone stuff on the second card? Not essential, but it's kinda nice when you can parse that kind of 'add-on' thing on one card instead of having to bounce back and forth. Instinct the third is to try and simplify/buff the Speed Siphon? It's a cool power but it's based on destruction and it's counterdrafty, so I'm kinda worried it'll feel like a feelbad in certain situations, especially since it seems like the design is relying on that to stay alive. Here's an attempt at a rewrite, factoring those points in and a few other things that seemed like good QoL improvements. Quote:
Quote:
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#53
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Re: Public Design Workshop 2.0
Cool direction - I like the MrN tweaks.
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#55
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Re: Public Design Workshop 2.0
Low 300s would be my thematic placement for him but I’m no expert.
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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. |
#56
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Re: Public Design Workshop 2.0
I'm honestly not so great at figuring out the points- I kinda work mechanics first and hope someone knows how much my idea comes out points wise- I would agree with Bats that low 300s is reasonable, that places him close to Reverse Flash which seems fair.
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#57
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Re: Public Design Workshop 2.0
I could see him anywhere from mid-200s to low 300s, thematically. He's a powerhouse but not like, Savitar level.
I like the Nobody tweak on Speed Siphon. Mechanically encouraging going after Speedsters without a direct callout is cool. Minis would be an issue, but it might be cool if the Speed Construct was common or uncommon since I recall him using several duplicates at once. Maybe I'm mixing that up with the TV show though - it's been a while since I read the Godspeed arc so it might not be a comic thing. |
#58
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Re: Public Design Workshop 2.0
Quote:
Thematically speaking, Godspeed does put a lot of strain on himself when maintaining a duplicate, to the point where prolonged use actually does cause him harm. I'm happy to leave the potential wound-to-self thing off the card if that works better for people, but I did also want there to be some element of risk to keeping a dupe out for a prolonged period (and the idea behind his Speed Siphon healing was to help offset that in the first place)- would it potentially work if I gave him a 5-or-lower automatic wound instead of an 8-or-lower to reduce the chance of it happening a bit, or do you think the self-auto-wound mechanic is just too finicky to include at all? |
#59
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Re: Public Design Workshop 2.0
Quote:
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#60
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Re: Public Design Workshop 2.0
Cool, that makes sense. I remembered it wasn't as prevalent as the CW's version, at least.
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