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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G.


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  #20929  
Old December 18th, 2018, 08:37 PM
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Re: Public Design Workshop

I like the Ambush Bug design. I don’t think Vigilante is the right class, and I’d personally not like to see him tied to Supes, but that may just be me.
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  #20930  
Old December 20th, 2018, 04:23 PM
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Re: Public Design Workshop

Quote:
Originally Posted by IAmBatman View Post
His base stats come in at about 110 on the points calculator.
Did we ever link this points calculator anywhere? I can never find it when I'm looking for it.

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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  #20931  
Old December 20th, 2018, 04:49 PM
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Re: Public Design Workshop

https://www.heroscapers.com/communit...ad.php?t=51757
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  #20932  
Old December 21st, 2018, 10:16 PM
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Re: Public Design Workshop

Quote:

NAME = DAWNSTAR
SECRET IDENTITY = N/A

SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = LEGIONNAIRE
PERSONALITY = RESOLUTE?

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 7
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = ???


INTERSTELLAR TRACKING
Start the game with a yellow Tracking Marker on this card. At the start of the round, you may place the Tracking Marker on the card of an opponent's Unique Hero. When a numbered Order Marker is revealed on that Unique Hero's card, you may immediately move a Legionnaire you control up to 3 spaces. When moving with Interstellar Tracking, figures are never attacked when leaving engagements. Figures other than Dawnstar moved with Interstellar Tracking must start their move within 5 clear sight spaces of Dawnstar.

EVASIVE FLYING
When Dawnstar starts to fly, she will not take any leaving engagement attacks. When Dawnstar rolls defense dice against an attack from a non-adjacent figure without the Flying or Stealth Flying special power, 1 shield will block all damage, and you may immediately move Dawnstar one space for each shield rolled.

FLYING
Okay thanks to some help on Discord I finally have an angle I think works for Dawnstar, the star-crossed lover of Wildfire.

Thanks Karat and Alex for talking this out with me.
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  #20933  
Old December 21st, 2018, 10:26 PM
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Re: Public Design Workshop

Quote:
Originally Posted by MrNobody View Post
Quote:

NAME = DAWNSTAR
SECRET IDENTITY = N/A

SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = LEGIONNAIRE
PERSONALITY = RESOLUTE?

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 7
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = ???


INTERSTELLAR TRACKING
Start the game with a yellow Tracking Marker on this card. At the start of the round, you may place the Tracking Marker on the card of an opponent's Unique Hero. When a numbered Order Marker is revealed on that Unique Hero's card, you may immediately move a Legionnaire you control up to 3 spaces. When moving with Interstellar Tracking, figures are never attacked when leaving engagements. Figures other than Dawnstar moved with Interstellar Tracking must start their move within 5 clear sight spaces of Dawnstar or a figure with a Tracking Marker on their card.

EVASIVE FLYING
When Dawnstar starts to fly, she will not take any leaving engagement attacks. When Dawnstar rolls defense dice against an attack from a non-adjacent figure without the Flying or Stealth Flying special power, 1 shield will block all damage, and you may immediately move Dawnstar one space for each shield rolled.

FLYING
Okay thanks to some help on Discord I finally have an angle I think works for Dawnstar, the star-crossed lover of Wildfire.
I would do it more like this to make it a little less niche.
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  #20934  
Old December 21st, 2018, 11:05 PM
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Re: Public Design Workshop

Quote:
Originally Posted by Karat View Post
Quote:
Originally Posted by MrNobody View Post
Quote:

NAME = DAWNSTAR
SECRET IDENTITY = N/A

SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = LEGIONNAIRE
PERSONALITY = RESOLUTE?

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 7
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = ???


INTERSTELLAR TRACKING
Start the game with a yellow Tracking Marker on this card. At the start of the round, you may place the Tracking Marker on the card of an opponent's Unique Hero. When a numbered Order Marker is revealed on that Unique Hero's card, you may immediately move a Legionnaire you control up to 3 spaces. When moving with Interstellar Tracking, figures are never attacked when leaving engagements. Figures other than Dawnstar moved with Interstellar Tracking must start their move within 5 clear sight spaces of Dawnstar or a figure with a Tracking Marker on their card.

EVASIVE FLYING
When Dawnstar starts to fly, she will not take any leaving engagement attacks. When Dawnstar rolls defense dice against an attack from a non-adjacent figure without the Flying or Stealth Flying special power, 1 shield will block all damage, and you may immediately move Dawnstar one space for each shield rolled.

FLYING
Okay thanks to some help on Discord I finally have an angle I think works for Dawnstar, the star-crossed lover of Wildfire.
I would do it more like this to make it a little less niche.
That makes sense.
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  #20935  
Old December 23rd, 2018, 04:12 AM
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Re: Public Design Workshop

She has some of the best miniatures?, IMO.

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  #20936  
Old December 23rd, 2018, 10:32 AM
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Re: Public Design Workshop

Quote:
Originally Posted by Spidey'tilIDie View Post
She has some of the best miniatures?, IMO.
I really like both her and Wildfire’s N52 looks, so I’m glad they both got minis.
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  #20937  
Old December 24th, 2018, 10:31 PM
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Re: Public Design Workshop

I was eyeing up the Astral Dr. Strange figure and it got me thinking what that would look like in C3G. What do you guys think? Would he be a figure similar to the Mysterio Holograms? Or maybe a stand alone hero that can also be drafted with the Sorcerer Supreme?

I like the idea of it being a possible standalone cheap Strange, that can also take turns after you reveal an OM on Dr. S.

EDIT* Here is what I got:

Quote:

Name = Astral Strange
Secret Identity = Stephen Strange
Species = Soul
Uniqueness = Unique Hero
Class = Projection
Personality = Wise

SIZE/HEIGHT = Medium 5

LIFE = 3

MOVE = 5
RANGE = 4
ATTACK = 1
DEFENSE = 1

POINTS = 40?

ASTRAL PROJECTION
You may draft Astral Strange into an army containing one other Stephen Strange figure. After revealing an order marker on a Stephen Strange figure you control, instead of taking a turn with that figure you may take a turn with Astral Strange instead.

INTANGIBILITY
Astral Strange can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Astral Strange cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight

MAGICAL DEFENSE
When Astral Strange is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Astral Strange can take from this attack is one.

FLYING
Might need a “must take a turn with Astral Strange” in ASTRAL PROJECTION since Strange’s body is essentially sleeping while he is projecting himself and so it doesn’t feel like two different people.

Last edited by L0B5T3R; December 24th, 2018 at 11:09 PM.
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  #20938  
Old December 26th, 2018, 04:01 PM
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Re: Public Design Workshop

Everybody look at Lobster's design up above, I missed it because he edited it in later.

Anyways, here's my first attempt at Mordru, not sure if these are the final powers I want to go with.
Quote:

NAME = MORDRU
SECRET IDENTITY = N/A

SPECIES = ENTITY
UNIQUENESS = UNIQUE HERO
CLASS = SORCERER
PERSONALITY = MALEVOLENT

SIZE/HEIGHT = HUGE ?

LIFE = 8

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

POINTS = 600-800?


OVERPOWERING MAGIC
After revealing the "1" Order Marker on Mordru, before taking a turn with Mordru, you may roll the 20-sided die for each opponent's figure within 3 clear sight spaces of Mordru. If you roll a 16 or higher, remove an unrevealed Order Marker at random from the chosen figure's army card.

POWER-HUNGRY SORCERER
Whenever Mordru inflicts a wound on an opponent's figure with the Magical Defense special power, you may choose a Spell that opponent controls. Take permanent control of that spell.

MAGICAL DEFENSE
When Mordru is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Mordru can take for this attack is one.

SUPERSTRENGTH

FLYING
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  #20939  
Old December 26th, 2018, 04:16 PM
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Re: Public Design Workshop

Looks possibly a little... bland for that cost right now? If he's not up against someone with MD, he's not doing much in himself rather than occasionally knocking off an OM. I mean, acting as a vehicle for spells helps, but I wouldn't use those as a crutch too often - a spellcaster should be interesting in itself. I also think the points are aiming high on those stats and powers right now - Magical Defence and 8 Life is bloody tough, but without other things going on it's not that much. I've recently designed a personal custom with 7 Life, 5 Defence, MD and quite a bit more going on and she ended up being a strong but fair 430. Don't know if you want to bump his power or drop his cost, though.
All that being said, I do love the idea of being able to steal spells like that.


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  #20940  
Old December 26th, 2018, 04:34 PM
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Re: Public Design Workshop

Quote:
Originally Posted by MrNobody View Post
Everybody look at Lobster's design up above, I missed it because he edited it in later.
Thanks for the plug that was my bad so I posted the design over in my thread instead.

POWER HUNGRY SORCERER is pretty cool!
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