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


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  #25177  
Old July 13th, 2022, 01:43 PM
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Re: Public Design Workshop

I'd personally keep the move at like 8 or 9 for that approach.

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  #25178  
Old July 13th, 2022, 02:04 PM
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Re: Public Design Workshop

Quote:
Originally Posted by tcglkn View Post
Quote:
Move - 15?
Range - 1

ELONGATION
Before moving Mister Fantastic normally, you may subtract any amount from his Move number and add it to his Range number for this turn. Mister Fantastic never takes any leaving engagement attacks and may attack non-adjacent figures even while he is engaged.
This is cool! Add in "You may ignore Mister Fantastic's height of # when climbing." at the end and I think its good to go. Maybe a slight adjustment to the move value.

Quote:
Originally Posted by MrNobody View Post
That’s a lot of inference. Illuminati stories are told in New Avengers books, but that’s arguably because (a) Bendis created the concept and put it in his New Avengers book and (b) because Marvel knows that a book with the Avengers name will sell more copies than a book named otherwise.
To be fair, this is also making inferences.
Quote:
Originally Posted by MrNobody View Post
I think that’s more of an argument for ditching the callouts entirely. If you’re building something like the MoM Illuminati, you won’t have anybody handing out Avenger Markers, which means Reed’s power won’t function very well.
Doctor Strange MoM spoilers:
Spoiler Alert!

All this to say, I think a MoM team would work with Avenger Markers, but I can get behind ditching the Avenger Marker callout, and just have it be adjacent figures, but the Visionary callout should stay the way it is.

Last edited by Arkham; July 13th, 2022 at 02:26 PM.
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  #25179  
Old July 13th, 2022, 02:36 PM
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Re: Public Design Workshop

Visionary call out should 100% stay. That's the backbone of Illuminati synergy.

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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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  #25180  
Old July 13th, 2022, 02:40 PM
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Re: Public Design Workshop

I think my issue with the big move of 15 or a d20 roll where you could cover 20 spaces(also my issue with the Thor that uses d20 for movement) is, should Mr Fantastic be able to move further (faster) thank figures like Flash or Quicksilver? Or even Silver Surfer?
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  #25181  
Old July 13th, 2022, 02:41 PM
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Re: Public Design Workshop

Yeah, big reason I'd personally cap it at 8 or 9. Anything more and it feels like super speed or teleportation rather than stretching.

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  #25182  
Old July 13th, 2022, 02:44 PM
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Re: Public Design Workshop

May want to include spoiler tags for MoM details, especially pics, just fyi. Just to be sure.

Visionaries anywhere with the adjacency being open would be fine.

Quote:
Originally Posted by tcglkn View Post
Quote:
Originally Posted by tcglkn View Post
Quote:
Move - 15?
Range - 1

ELONGATION
Before moving Mister Fantastic normally, you may subtract any amount from his Move number and add it to his Range number for this turn. Mister Fantastic never takes any leaving engagement attacks and may attack non-adjacent figures even while he is engaged.
I think something like this would be fun and would represent the stretching well while also feeling more calculating. I don't think the special attack accomplishes much for the faction and it kinda works against the faction being a d20 power that cannot be boosted by Beast (which I think will actually lead to it being misplayed more often than not).
Was there an issue with something like this? It feels strategic like Reed Richards and the move number could easily be tweaked as desired here, I wasn't sure exactly where to set it for this power, even a move of 10 give him lots of early mobility and lategame range. I do like the ability for him to attack non-adjacent figures even while engaged.
That's not bad. Though, I agree with Bats a shorter movement number is prob. best with this take since its consistent, and also I think that he should be able to go over water or up buildings etc.

So perhaps taking it a bit further like this:
Quote:
Move - 8
Range - 1

ELONGATION
Before moving Mister Fantastic normally, you may subtract any amount from his Move number and add it to his Range number for this turn. If you subtract at least 4, he also gains the Flying special power during that movement. Mister Fantastic never takes any leaving engagement attacks and may attack non-adjacent figures even while he is engaged.
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  #25183  
Old July 13th, 2022, 02:44 PM
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Re: Public Design Workshop

9 Means he can move 6 and still have a range of 4, so I like that.

EDIT: Ark's tweak works too!
And thanks for adding the spoiler tags!
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  #25184  
Old July 13th, 2022, 02:46 PM
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Re: Public Design Workshop

I can dig all that.

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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  #25185  
Old July 13th, 2022, 02:56 PM
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Re: Public Design Workshop

Quote:
Originally Posted by Ericth74 View Post
I think my issue with the big move of 15 or a d20 roll where you could cover 20 spaces(also my issue with the Thor that uses d20 for movement) is, should Mr Fantastic be able to move further (faster) thank figures like Flash or Quicksilver? Or even Silver Surfer?
Leave Thor alone!

To be fair, though, Flash (I) and Quicksilver are ridiculously slow compared to what is accurate for the characters. So I don't think the blame is on Mister Fantastic's end or Thor's, for example. Flash moving 12-16 spaces, insinuates he is 2-3x as fast as Batman. That's ludicrously unthematic to what he's capable of, but it's understandably undercut for gameplay purposes. Much like we have Godzilla or Galactus' heights much lower than they should be.

Point being, I think it's a bit unfair to hurt another figure's capabilities just because our gap between a normal speed vs. super speed is so unthematically narrow, especially in a case where it's not consistent like the Flash's. Flash (JL) on the other hand, feels accurate to what the Flash can do, and would then easily trump Mr. Fantastic or Thor d20 movements by comparison.

That said, not arguing in favor of the mechanic, just making a point that I think it's an unfair criticism/critique.
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  #25186  
Old July 13th, 2022, 02:59 PM
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Re: Public Design Workshop

Quote:
Originally Posted by toyhandle View Post
This is cool! Add in "You may ignore Mister Fantastic's height of # when climbing." at the end and I think its good to go. Maybe a slight adjustment to the move value.
I think that makes sense as well. I just threw out a large number but I agree that ~9 is probably ideal for this power. We don't want him to be the fastest hero or the best sniper. But being able to divide up 9 between range and move while being able to tie down some figures and attack others and having free mobility seems like a pretty strong power.
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  #25187  
Old July 13th, 2022, 07:59 PM
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Re: Public Design Workshop

Quote:
Originally Posted by Arkham View Post
Move - 8
Range - 1

ELONGATION
Before moving Mister Fantastic normally, you may subtract any amount from his Move number and add it to his Range number for this turn. If you subtract at least 4, he also gains the Flying special power during that movement. Mister Fantastic never takes any leaving engagement attacks and may attack non-adjacent figures even while he is engaged.
This seems the way to go. 8 is as fast as the slowest speedster's base move (XS), 9 is a vast max range, and the flying allows him to reach the top of a Fortress Wall without a move of 12.

I put together the Handbook covers he spans. Check out that stride! And he reaches from Magus to Zzzax just to grab Wrecker's tool for some reason.

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  #25188  
Old July 13th, 2022, 08:29 PM
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Re: Public Design Workshop

Just to make it clearer you can't for some odd reason think you can go below 0, I'd go with:
Quote:
ELONGATION
Before moving Mister Fantastic normally, you may subtract up to 8 from his Move number to add that to his Range number for this turn. If you subtract at least 4, he also gains the Flying special power during that movement. Mister Fantastic never takes any leaving engagement attacks and may attack non-adjacent figures even while he is engaged.
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