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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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  #1  
Old November 30th, 2011, 03:23 AM
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The Book of Trickster (James Jesse)

The Book of Trickster

C3G DC WAVE 10
TERRIFYING TEAM-UPS


The figure used for this unit is a Modified Heroclix figure from the Crisis set.
Its model number and name are #027 / Trickster and Pied Piper.
_________________________________________________________________
Character Bio - At first James Jesse was only the stage name for circus acrobat born Giovanni Giuseppe. That is until he decided to turn to a life of crime just like his "reverse namesake" Jesse James. He created shoes that allowed him to walk on air to first help him in the trapeze shows his family was in, as every member of his family was a trapeze expert and his father wanted him to be one also, and now uses the shoes and other dangerous gag gadgets for his crimes.

A practical joker and conman whose favorite occupation is damaging enemies like the Flash with items such as explosive teddy bears.

After Barry Allen's death, the Trickster relocated from Central City to Hollywood, where he spent some time working in special effects. He attempted to steal Dan Cassidy's innovative Blue Devil suit, but was defeated. When Cassidy later became trapped in the suit, Jesse befriended him and relied on Cassidy to help with his sporadic efforts to give up supervillainy. In the miniseries Underworld Unleashed, Neron tried to create Hell on Earth, and Trickster realized it was up to him to beat the Devil. He managed to trick Neron and defeat him with Captain Marvel's help. Upon finding himself back on Earth, Trickster lamented the fact that he had engineered "the greatest sting of all time" and no one had witnessed it... and promptly decided he'd better work the side of the angels, because he didn't dare go to Hell.
_________________________________________________________________


-Rulings and Clarifications-
  • N/A
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • N/A
_________________________________________________________________

-Immunities, Benefits, and Weaknesses-

Immunities:Benefits:Weaknesses:_________________________________________________________________

-Strategy, Tactics and Tips--Heroscapers Community Contributions-

Last edited by Arch-vile; July 24th, 2022 at 11:29 PM.
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  #2  
Old November 30th, 2011, 03:23 AM
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Re: Trickster - Brainstorming

NAME = TRICKSTER
SECRET IDENTITY = JAMES JESSE

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ROGUE
PERSONALITY = TRICKY

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = 65


ITCHING POWDER BOMB SPECIAL ATTACK
Range 5. Lob 10. Attack 4.
Start the game with 1 white Itching Powder Marker on this card. Choose a Unique Hero to attack. No clear line of sight is needed. Place the Itching Powder Marker on the chosen Hero's card. While the Marker is on the chosen Hero's card, it must roll the 20-sided die before moving. If it rolls 1-13, it subtracts 1 from its movement for that turn. The chosen Hero must continue rolling the 20-sided die until 1-13 is no longer rolled or its movement is reduced to 0. This special attack may only be used once per game.

STICKY GUM
When attacking with a normal attack, if you roll 1 or more blanks, the defending figure cannot move this turn and must roll 1 fewer defense die for each blank rolled.

HEY, LOOK OVER THERE!
If Trickster is attacked and at least 1 skull is rolled, you may reveal an "X" Order Marker on any other card you control and ignore the attack. The attacking player’s turn immediately ends.

FLYING

Last edited by SirGalahad; April 28th, 2014 at 03:20 PM.
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Old November 30th, 2011, 03:27 AM
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Re: Trickster - Brainstorming

I was going to wait to start this until I had the 3rd power I am looking for but nothing has hit me yet. So I thought I would put this up as a brainstorming phase to see if we can find that perfect defensive power for him.

Cheers
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  #4  
Old November 30th, 2011, 04:58 AM
Griffin Griffin is offline
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Griffin rolls all skulls baby! Griffin rolls all skulls baby! Griffin rolls all skulls baby! Griffin rolls all skulls baby!
Re: Trickster - Brainstorming

CARDBOARD STAND-UP ESCAPE
When Trickster is attacked and at least one skull is rolled, you may reveal the X Order Marker on this card and ignore the attack. You may place Trickster on any empty space within 2 spaces of his current location and he will not take any leaving engagement attacks.

That is my best.
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  #5  
Old November 30th, 2011, 05:28 AM
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Re: Trickster - Brainstorming

Quote:
Originally Posted by Griffin View Post
CARDBOARD STAND-UP ESCAPE
When Trickster is attacked and at least one skull is rolled, you may reveal the X Order Marker on this card and ignore the attack. You may place Trickster on any empty space within 2 spaces of his current location and he will not take any leaving engagement attacks.

That is my best.
It's usable, if not a bit like Mirror Mirage.
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  #6  
Old November 30th, 2011, 08:02 AM
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Re: Trickster - Brainstorming

I know nothing of this guy to offer much help. The only Trickster I have ever seen was Axel and that was in one of the cartoons. He was pretty funny, I liked his Snotgun

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
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Old November 30th, 2011, 08:57 AM
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Re: Trickster - Brainstorming

Quote:
Originally Posted by Hahma View Post
I know nothing of this guy to offer much help.
Same here. If I have time during lunch I'll do some wiki reading.
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Old November 30th, 2011, 09:36 AM
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Re: Trickster - Brainstorming

Exploading Yo-Yo
Before attacking, you may choose one figure adjacent to Trickster. Roll the 20-sided die. If you roll a 12 or higher the chosen figure receives 1 wounds.
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Old November 30th, 2011, 11:09 AM
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Re: Trickster - Brainstorming

MARBLES 12
If an opponent's figure moves into engagement with Trickster, roll the 20-sided die. If you roll 12 or higher, the figure's movement immediately ends, the figure receives 1 wound and may not attack this turn.

I know that I do not know.
C3G INDEX - SSE 92 - JSA GENERATIONS
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Old November 30th, 2011, 11:12 AM
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Re: Trickster - Brainstorming

Quote:
Originally Posted by A3n View Post
ITCHING POWDER
Start the game with 1 white Itching Powder Marker on this card. After moving and before attacking you may choose a Unique Hero within 3 clear sight spaces of Trickster and place the Itching Powder Marker on the chosen figure's card. A figure with the Itching Powder Marker on its card must roll the 20-sided die before moving. If it rolls 1-6, subtract one from its movement this turn. The affected figure must continue rolling the 20-sided die until 1-6 is no longer rolled. If the figure cannot move this turn it receives one wound.

STICKY GUM
When attacking, if you roll 1 or more blanks the defending figure cannot move this turn and must roll 1 fewer defense dice for each blank rolled.



FLYING SYMBOL
Minor edits

I know that I do not know.
C3G INDEX - SSE 92 - JSA GENERATIONS
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  #11  
Old November 30th, 2011, 11:33 AM
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Re: Trickster - Brainstorming

Marbles would be pretty helpful against Flash. I like Marbles, Exploading Yo-Yo and Cardboard Stand-Up Escape, can't we just put all 5 powers on the card?
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Old November 30th, 2011, 12:50 PM
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Re: Trickster - Brainstorming

I wouldn't mind seeing Sticky Gum dropped in favor of a couple of the other powers here (I liked Marbles in particular, though an exploding Yo-Yo power is something I like thematically as well ... not sure if the mechanics Tickle put up are quite popping for me yet, though).

ITCHING POWDER
Start the game with 1 white Itching Powder Marker on this. After moving and before attacking you may choose a Unique Hero within 3 clear sight spaces of Trickster and place the Itching Powder Marker on the chosen figures card. A figure with the Itching Powder Marker on its card must roll the 20-sided die before moving. If it rolls 1-6 subtract one from its movement this turn. The affected figure must continue rolling the 20-sided die until 1-6 is no longer rolled. If the figure cannot move this turn it receives one wound.

STICKY GUM
When attacking, if you roll 1 or more blanks the defending figure cannot move this turn and must roll 1 fewer defense dice for each blank rolled.

I'm not liking the interaction in bold. Seems to overlap in a confusing way. If a figure can't move because of Sticky Gum, does it get a wound from Itching Powder? I'm sure we could come up with a clear answer either way, but that doesn't stop it from being confusing. So I'd rather see Sticky Gum drop the part about movement modification if it's kept, or see it dropped for something else.
Also, for Itching Powder, right now for someone like Flash with a move of 10, you'd have to roll 1-6 ten times in a row to wound him. That seems very unlikely to happen. I wonder if the negative roll for that couldn't be upped a bit? 1-8? Even 1-10?
I do really dig the mechanic, though, I just think it's a bit too hard to pull off right now.

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