The Book of Green Arrow (Oliver Queen) (Justice League)
C3G Legacy LibraryThis 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.
Efficiency- Check to see if your design is providing armies with turns/moves/etc. to a degree that would make it difficult or impossible for an opponent to keep up with your output.
1. Does your design allow itself or figures to move/attack/take a turn/etc. instead of/in addition to your normal turn for revealing an Order Marker? Is it granting these benefits to too broad a range of units? Does it combine with other powers to create overly long or powerful chains of actions?
Yes, but it requires a certain build to get the markers, does not allow additional turns if Green Arrow bonds, requires him to attack engaged figures, and is limited to 4x a game unless you have marker replacement shenanigans.
2. Does your design allow you to take actions during an opponent's turn? Can it combine with other powers to create tediously long reactions to enemy actions or a restrictive environment?
N/A
3. Does your design allow you to rearrange your Order Markers or otherwise bypass the costs of Order Marker requirements on the special powers of other figures?
N/A
4. Is your design doing anything outside of a player's turn, at the start or end of the round? Is the effect too powerful by itself or when combined with other powers?
N/A
5. Does your design have any powers that trigger anytime it moves as opposed to only when it moves normally on its turn? Will it be too efficient when combined with figures that grant extra moves to figures?
Acrobatic Movement is always active, but it's a reuse and yeah it's okay if it works with movement bonding.
6. Is your design adding or subtracting from initiative rolls? Will it pair too easily with other figures that alter initiative or have powers triggering on the results of initiative rolls?
N/A
Potency- Check to see if your design is wounding/removing/etc. enemy figures, increasing the chances of other figures in your army doing so, or otherwise directly effecting the number of figures available to players to a degree that would make it difficult or impossible for an opponent to recover from.
1. Does your design have a chance to inflict wounds or destroy figures? Is it getting these chances too frequently or having to high a chance of success? Is the power balanced against expensive targets that can cause a massive swing in the game when destroyed?
N/A
2. Is your design adding to the stats or 20-sided die rolls of other figures in your army? Is it a boosting a broad enough range of units effectively enough to become a 'mandatory' draft or inhibit future design space? Can it be combined with other boosts too easily?
N/A
3. Will your design benefit from stat boosts or other enhancement to an overpowering degree? Will it restrict future growth within its faction or point cost by limiting available boosts to others?
Green Arrow does benefit from stat boosts since he has the potential for multi attacks. That is somewhat by design as Wonder Woman (III) offers stat boosts, and I doubt Green Arrow will limit design space too much.
4. Does your design take control of enemy figures permanently or temporarily? Is it too difficult to for your opponent to regain control of their figure or recover from the losing the figure? Does the method of taking control expose the enemy figure to the powers of other figures in your army that can easily destroy it?
N/A
5. Can your design heal itself or others or revive itself or others? Is it doing so in a way that an opponent cannot hope to overcome in certain scenarios?
N/A
6. Does your design place enemy figures on its card or otherwise have an unconventional method of temporarily removing enemy figures from play? Will it guarantee your victory against a single remaining enemy figure?
N/A
Chicanery- Check to see if your design is preventing your opponent from taking actions with too much ease or is otherwise causing negative play experience through tactics that make your opponent feel you're 'not playing fair'
1. Does your design restrict the movement of enemy figures, or allow you to move enemy figures? Can it do so in a way that results in an unwinnable scenario for your opponent if they are down to one figure, posses only figures with a range of 1, etc.? Can your design easily combine with other figures to greatly impede enemy figures or otherwise gain an excessive advantage?
N/A
2. Does your design effect/change the placement of an enemy's Order Markers, or remove their Order Markers entirely? Can it force Order Markers to go onto cards that have no figures on the battlefield? Can your design easily combine with other figures to completely dictate the placement of an enemy's Order Markers or remove all of their Order Markers?
N/A
3. Does your design inhibit your opponent from attacking your figures or make attacking a losing proposition? Are there scenarios or combinations that make your opponent totally unable to harm your figures through attacking?
N/A
4. Does your design directly negate the powers of enemy figures or otherwise ignore them in a way that can completely disrupt the opponent's strategy or leave them feeling like they are stuck playing figures without special powers?
N/A
5. Does your design become overly powerful in a podded group of figures, or provide significant benefit to your army without leaving your Start Zone?
I guess he could stay in the start zone due to his long range, but Green Arrow's powers allow him to be pretty mobile and he'll want to grab height.
6. You can attack your own figures in Heroscape, does your design have any powers that will trigger off of doing so or otherwise wounding/destroying your own figures? Is this intentional on your part? Will the design be too efficient or potent when doing so?
N/A
CONSISTENCY CHECKLIST (LONG FORM)
Spoiler Alert!
1. Are the character’s name and secret identity listed in a consistent format with the rest of the project? If the character shares a name and/or secret identity with another character is it properly clear whether or not they are the same character?
Consistent with Green Arrow (I).
2. Consider the listed Species. Are the design’s power level, point level, and statistics (life, move, range, attack, and defense numbers) within the established range for that species? If it’s an outlier, is there thematic justification for this?
Consistent.
3. Consider the listed Uniqueness. Does the power text properly reflect whether the figure is a Hero or a squad, and whether it is Event, Unique, Uncommon, or common? If it’s Event, are the powers written with consideration for Event Hero rules? If it’s Uncommon, are the powers written to avoid stacking? If it’s common, are the powers written with this in mind?
Unique Hero, standard stuff.
4. Consider the Class and Personality. For each, is it a reuse? If so, is the character thematically consistent with other members of that Class or Personality? If not, is there a preexisting Class or Personality that would fit as well that could be used instead? Are there any existing synergies with that Class or Personality that are undesirable or that this Design would create that would be undesirable for preexisting members of that Class or Personality?
Champion - classic JLA class to give him those synergies.
Charming - no synergies & a reuse.
5. Consider the listed Size. If the figure is double based, is it Large or Huge? Is the chosen miniature’s physical size consistent with other miniatures in the chosen size category?
6. Consider the listed Height. If you stack hexes up next to the figure, does the number listed for the height match up the layers of stacked hexes that match the miniature’s physical height?
Medium 5, all good.
7. Consider the listed Life number. Is this number consistent with other figures of the same species?
4 is standard human life.
8. Consider the listed Move number. Is this number consistent with other figures of that power level?
5 is standard human move.
9. Consider the listed Range and Attack numbers. Is this number consistent with other figures that use the same type of weapon or power to attack?
8 range is typical for archers, and actually low for Green Arrow, as original Green Arrow and Red Arrow have 10 range. But slightly lower range is for balance reasons as this Green Arrow can attack multiple times.
10. Consider the listed Defense number. Is this number consistent with other figures of the same or similar species and with the same or similar armor or other defensive equipment?
4-5 would be thematic.
11. Does the figure have Super Strength? If it does or doesn’t, was this determined on the standard of that character demonstrating three things: A. The ability to throw a car B. The ability to survive a fall from a tall building and C. The ability to knock back another person when punching them?
No super strength.
12. Examine all of the special powers. Are there other powers that fit the same theme already in existence in the project? If so, can they be reused? If they can’t, can those other powers be used as a basis for the mechanics and wording?
Already reused Acrobatic Movement. Based the wording on the others on other designs.
13. Examine any movement powers. Do they keep the figure’s speed consistent with other figures of their species and power level?
Acrobatic Movement doesn't offer too much additional movement.
14. Examine any offensive powers. Do they keep the figure’s offensive potential consistent with other figures with the same powers and power levels or skills and weaponry?
Straight up double attack would be better, so I'm not worried about the occasional turn with 3-4 attacks. This Green Arrow is going to be a little swingy.
15. Examine any defensive, healing, or other tanking powers. Do they keep the figure’s survivability consistent with other figures of the same powers or power level or species and armor class?
N/A
16. Examine any leadership powers. Do they exceed the activation potential of the best existing leaders? If so, is there thematic justification for this?
N/A
17. Consider any powers that reference darkness, electrical, figure movement, fire, gas, ice, kryptonite, light/sensory, magical, poison, psychic, stealth, or water-based abilities. Do these behave in similar ways to other powers of this type, including mentions of immunities?
N/A
18. Is it clear for all special powers what phase of the turn and how they are triggered, what phase of the turn they are active in, and when and how they cease being active?
Should be clear.
19. Are special powers listed in game, round, and turn order?
Yep.
20. If a special power includes a D20 roll, does it make sense to list a number by the title?
I wouldn't mention it here since Arrows of Justice has some other stuff going on.
21. If a power is being reused, are the title and wording copied accurately?
Yep.
22. Has the power title or a very similar one been used before with vastly different mechanics?
Nope.