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


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  #109  
Old July 12th, 2022, 05:20 PM
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Re: The League of Extraordinary Gentlemen Workshop

And Jekyll and Hyde.
Quote:
NAME = DOCTOR JEKYLL
SECRET IDENTITY = HENRY JEKYLL

SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = GENIUS
PERSONALITY = MILD-MANNERED/MISGUIDED/TORMENTED?

SIZE/HEIGHT = MEDIUM 5

LIFE = 3

MOVE = 5
RANGE = 1
ATTACK = 0
DEFENSE = 2

POINTS = 15?


INTERNAL STRUGGLE
At the start of the game, if there is an Edward Hyde figure in your army, his figure does not start on the battlefield and is instead placed on Henry Jekyll's card. Anytime Doctor Jekyll rolls defense dice, receives one or more wounds, or is destroyed, you may switch his figure, if possible, with an Edward Hyde figure on this card. You must then remove Doctor Jekyll from the game, and roll an unblockable attack die against each figure adjacent to Edward Hyde, one at a time.

FOR THE MORAL GOOD OF HUMANITY
At the start of the round, before rolling for initiative, if Doctor Jekyll is in your start zone and within clear sight of a Leader you control, you may add 1 to your initiative roll and any 20-sided die rolls made for any friendly figures this round.

NO DRIVES
Henry Jekyll may not make any leaving engagement attacks, or attack any figures. Anytime you move a friendly figure that began its turn adjacent to Doctor Jekyll, you may move Doctor Jekyll as long as he would end his movement adjacent to that figure.
Quote:
NAME = MISTER HYDE
SECRET IDENTITY = EDWARD HYDE

SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = BRUTE
PERSONALITY = SADISTIC

SIZE/HEIGHT = LARGE 6

LIFE = 6

MOVE = 5
RANGE = 1
ATTACK = 7
DEFENSE = 5

POINTS = 305?


DEMORALIZING PRESENCE
When rolling for initiative, each opponent must subtract 1 from their roll for each Order Marker on the Army Card of a figure they control without the Fearless personality that is within 4 clear sight spaces of Mister Hyde.

NO RESTRAINTS
Mister Hyde cannot take a turn unless you revealed a numbered Order Marker on this card or the card of a Fearless Leader you control. Mister Hyde may attack any or all figures adjacent to him, rolling each attack separately. Mister Hyde always rolls for leaving engagement attacks, regardless of any special powers on opponents’ army cards. Mister Hyde's special powers cannot be negated.

UNSTOPPABLE BRUTE
Once per round, if Mister Hyde would be destroyed by receiving wounds, place or remove Wound Markers until he has 2 Life remaining and roll an unblockable attack die against the attacking figure.

SUPER STRENGTH

Last edited by Splash; July 15th, 2022 at 01:02 PM.
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  #110  
Old July 13th, 2022, 11:35 AM
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Re: The League of Extraordinary Gentlemen Workshop

Cool stuff Splash, dig these designs. Unstoppable Brute is really cool.

I feel like it would be hard to get Mina's bonding going, 4 Life/3 Def is pretty vulnerable, even with the 3rd power. Would any of the League members have something to keep her covered? Could see her bonding working if there is an opposing figure within 4/5 clear sight spaces if it played out to be too tough to use.

Quote:
THE LEAGUE
If all Unique Heroes in your army are Humans, Mutates, or Undead and none of those Heroes have the same Class or Personality, you may add 1 to your initiative roll for each Unique Hero you control, up to a maximum of +6. After revealing an Order Marker on this card and taking a turn with Mina Murray, if an opposing figure is within 5 clear sight spaces of Mina, you may take a turn with any Unique Hero you control and you may not take any additional turns with other figures you control.
Who's the undead member of the group?
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  #111  
Old July 13th, 2022, 05:11 PM
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Re: The League of Extraordinary Gentlemen Workshop

I'm just kinda unsure on exactly how her League should work yet, I know for sure she should boost initiative and do bonding, but not much beyond that. I had had her + 1, then her + 1 plus another 1 if she was engaged, but I think the worry was she'd just be paired with bruisers.

I still like the general idea, thinking more on it, I don't think the engagement thing is even neccessary, giving her more general leader bonding should be fine and less complicated compared to army build/initiative boost requirement. And a clear sight thing to keep it reasonable, since they don't exactly have walkie talkies or anything.

Quote:
THE LEAGUE
If all Unique Heroes in your army are Humans, Mutates, or Undead and none of those Heroes have the same Class, you may add 1 to your initiative roll for each Unique Hero you control, up to a maximum of +6. After revealing an Order Marker on this card, instead of taking a turn with Mina Murray, you may take a turn with up to two Heroes you control within clear sight of Mina Murray. You may not take any additional turns with other figures you control.
Quote:
Originally Posted by FreshFoods View Post
Who's the undead member of the group?
I thought Undead would be a fun add to tie in other Penny Dreadful type characters of the era like Frankenstein and Gentleman Ghost, also Mina was a vampire in the movie.

edit: I'll probably drop the Personality thing to since it's still kind of a lot.

Last edited by Splash; July 13th, 2022 at 07:56 PM.
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  #112  
Old July 15th, 2022, 12:18 AM
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Re: The League of Extraordinary Gentlemen Workshop

Looking over Skinderella's ideas again, for her bonding, I think a one moves and one attacks would work well for the faction. Especially since Quatermain can shoot from a distance and you'll want to move up with Hyde or someone else. Then once they're engaged you can move up Quatermain for his better SA and getting him in range for the Leader Assist power.
Quote:
THE LEAGUE
If all Unique Heroes in your army are Humans, Mutates, or Undead and none of those Heroes have the same Class, you may add 1 to your initiative roll for each Unique Hero you control on the battlefield, up to a maximum of +5. After revealing a numbered Order Marker on this card and taking a turn with Mina Murray, you may choose up to 2 other Unique Heroes you control within clear sight of Mina Murray. Take a turn with one of the chosen Heroes during which it cannot move, and take a turn with the other during which it cannot attack. You may take the turns in either order and may not take any additional turns with other figures you control.

Last edited by Splash; July 15th, 2022 at 12:31 PM.
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  #113  
Old July 15th, 2022, 08:33 AM
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Re: The League of Extraordinary Gentlemen Workshop

My advice is to depower and simplify a bit. It’s a lot going on in a single power and it’s still a pretty strong generalist effect for a leader to have. I’m thinking the initiative thing should probably be split off into its own thing?

The benefit of the “two turns but limited” approach is that you can have lots of characters with abilities that trigger on those turns, even if they can’t move/attack. If you want to go that route, I’d focus on giving her allies lots of powers thag trigger ‘before/after taking a turn’, ‘after moving and before attacking’, etc.
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  #114  
Old July 15th, 2022, 12:30 PM
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Re: The League of Extraordinary Gentlemen Workshop

By jove, I think I've got it. Well something anyway.
Quote:
THE LEAGUE
If all Heroes in your army are Humans, Mutates, or Undead and none of those Heroes have the same Class, you may add 1 to your initiative roll for each Unique or Event Hero you control on the battlefield, up to a maximum of +5.
Cutting down Mina's power to just the initiative and giving Quatermain the bonding with an old battlefield chivalry type thing (like Juggernaut Charles).
Quote:
EXTRAORDINARY GENTLEMAN
After revealing an Order Marker on the card of a Unique Leader you control, instead of taking a turn with that figure, or after taking a turn with that figure if it is Fearless, you may take turns with up to X different Unique Heroes you control. Allan Quatermain must be one of those Heroes. X equals the number of different Army Cards enemy players took turns with during the last enemy player's turn.
It would really tie them together too.

Last edited by Splash; July 15th, 2022 at 12:53 PM.
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  #115  
Old July 15th, 2022, 04:16 PM
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Re: The League of Extraordinary Gentlemen Workshop

I'm not sure how well the theme is scanning on those powers given the number of specific hoops involved.

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  #116  
Old July 21st, 2022, 07:22 PM
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Re: The League of Extraordinary Gentlemen Workshop

My only issue is we had a very easy hook for them all to be Extraordinary and currently we have gone away from that with Hawley. IMO, it is much more elegant than multiple class callouts. @Splash any reason why you went away from that? (Sorry, I have been unable to keep up with the design as it developed.)

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  #117  
Old July 23rd, 2022, 06:59 PM
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Re: The League of Extraordinary Gentlemen Workshop

Just posting some real rough drafts here to revisit later. Dorian Gray isn't in the comic, but Marvel did a book and apparently he's a character in Witchblade. He's also extravagantly villainous in the movie.

Quote:
NAME = GLYPH OF THE PICTURE OF DORIAN GRAY
SUBTITLE = IMMORTALITY


??? GLYPH
Dorian Gray cannot equip or occupy this glyph. Instead of attacking, any figure equipped with this glyph may destroy it. If this glyph is destroyed, the player who destroyed it must place all the wound markers on this card on the card of any Dorian Gray figure on the battlefield.
Quote:
NAME = DORIAN GRAY


SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ARISTOCRAT?
PERSONALITY = HEDONISTIC

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 2

POINTS = 100


THE PORTRAIT
At the start of the game you must place the Glyph of the Picture of Dorian Gray on any empty space on the battlefield.

IMMORTALITY
Whenever Dorian Gray would receive any wounds, those wounds are instead placed on the card of the Glyph of the Picture of Dorian Gray.

Last edited by Splash; July 23rd, 2022 at 08:40 PM.
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  #118  
Old July 23rd, 2022, 07:00 PM
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Re: The League of Extraordinary Gentlemen Workshop

Before this faction gets too far along, think it's worth revisiting whether or not to do keywords. Was there really much opposition to them? Seems like the cleanest way to do it so long as you can decide on a keyword that works.

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  #119  
Old July 23rd, 2022, 07:01 PM
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Re: The League of Extraordinary Gentlemen Workshop

Quote:
NAME = NEMO’S CREW


SPECIES = HUMAN
UNIQUENESS = UNIQUE SQUAD (5 FIGURES)
CLASS = PIRATES
PERSONALITY = LOYAL

SIZE/HEIGHT = MEDIUM 5

LIFE = 1

MOVE = 4
RANGE = 4
ATTACK = 3
DEFENSE = 3

POINTS = ???


ARMING THE CANNONS
If at least one figure in this squad is occupying a Vehicle Destructible Object you control on a water space, after attacking with that VDO, you may attack one additional time.

CAPTAIN”S ORDERS
After taking a turn with a Unique Pirate you control, you may move each Nemo’s Crew up to 3 spaces. Nemo’s Crew do not stop their movement when entering water spaces when moving with this special power.

FROM OUT OF THE DEEP
If a member of Nemo’s Crew begins his turn on a water space, you may add 2 to his move and 2 dice to his normal attack.
Possible minis
https://3dmixers.com/m/1211-28mm-sci...th-harpoon-gun

or perhaps these U-Men heroclix


Quote:
NAME = THE NAUTILUS

DESIGNATION = VEHICLE DESTRUCTIBLE OBJECT

COVER = FULL
UNIQUENESS = UNIQUE VEHICLE
OCCUPANCY = 12
SIZE/HEIGHT = LARGE ?

LIFE = 8
MOVE = 8
RANGE = 6
ATTACK = 5
DEFENSE = 5
POINTS = 150???


OCEANCRAFT
The Nautilus must start the game on water spaces closest to your start zone. The Nautilus may not enter a land space, and does not stop its movement when entering a water space. The Nautilus may move through all figures.

SUBMERGE 8
If The Nautilus is attacked while on a water space, you may roll the 20-sided die. If you roll 8 or higher, The Nautilus takes no damage and you may place it on any unoccupied water space within 5 spaces of The Nautilus that is no more than 3 levels above or below The Nautilus's base. If The Nautilus is placed adjacent to the attacking figure, you may roll an unblockable attack die against that figure. When moving with Submerge, The Nautilus does not take any leaving engagement attacks.

THE NAUTILOID
Instead of moving and attacking with the Nautilus, you may choose any two figures occupying The Nautilus and place them both on any adjacent, empty same-level water spaces within 5 spaces of The Nautilus.
Ideally, since it would normally be enormous, we could get the topside fin of a submarine that would work as a two spaced figure.

Last edited by Splash; July 27th, 2022 at 01:41 PM.
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  #120  
Old July 23rd, 2022, 07:02 PM
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Re: The League of Extraordinary Gentlemen Workshop

And Nemo.

Quote:
NAME = CAPTAIN NEMO

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = SCIENTIST
PERSONALITY = VENGEFUL?

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 3

POINTS = 140?


NAUTILUS COMMAND
If you win initiative this round and Captain Nemo is occupying a Vehicle Destructible Object on a water space, you may move that VDO up to 4 spaces. Captain Nemo has the class of Pirate in addition to the one listed on this card.

SWORDPLAY
If Captain Nemo attacks an adjacent figure with his normal attack and at least one skull is rolled, he may attack an adjacent figure again. He may continue attacking adjacent figures, rolling 1 fewer attack die for each subsequent attack, until you fail to roll a skull.

AUTOMATED HARPOON GUN SPECIAL ATTACK
Range 4. Attack 2.
After Captain Nemo attacks with this special attack, he may attack with this special attack 3 additional times. He may not attack the same figure more than once. If a figure would receive one or more wounds from this special attack, that figure receives one additional wound.
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