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Justice League Design *Brainstorming*
Martian Manhunter II: (completed)
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NAME = MARTIAN MANHUNTER II SECRET IDENTITY = J'ONN J'ONZZ SPECIES = MARTIAN UNIQUENESS = UNIQUE HERO CLASS = CHAMPION PERSONALITY = BENEVOLENT SIZE/HEIGHT = MEDIUM 5 LIFE = 7 MOVE = 8 RANGE = 4 ATTACK = 6 DEFENSE = 7 POINTS = 370 JUSTICE LEAGUE OF AMERICA At the start of the game, place 1 white Justice League marker on this card for each Unique Hero you control with the class of Champion, Officer, Vigilante, or Warrior. TELEPATHIC MIND LINK An opponent may never take control of Martian Manhunter or any figure you control within X spaces of Martian Manhunter, where X equals the number of Justice League markers on Army Cards you control. All figures you control are considered within clear sight of each other. After revealing an Order Marker on this card, instead of taking a turn with Martian Manhunter, you may remove one Justice League Marker from this card and take a turn with 2 other Unique Heroes you control. DENSITY CONTROL Martian Manhunter can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card. SUPER STRENGTH FLYING Batman III: (completed)
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NAME = BATMAN III SECRET IDENTITY = BRUCE WAYNE SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = VIGILANTE PERSONALITY = DRIVEN SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 6 RANGE = 1 ATTACK = 4 DEFENSE = 5 POINTS = 250 THE BRAVE AND THE BOLD At the start of the game, place 1 white Justice League marker on this card for each Unique Hero you control with the class of Archer, King, Magician or Scientist, to a maximum of 4. TACTICAL STRATEGIST When rolling for initiative, you may add 1 to your roll for each Justice League marker on this card. When a figure you control is destroyed, you may immediately remove any unrevealed Order Markers and place them on any other card you control. Once per turn, after a Unique Hero you control within clear sight of Batman rolls the 20-sided die, you may remove 1 Justice League marker from this card to add 1 to that roll, or 3 to that roll if the figure is an Archer, King, Magician, or Scientist. MASTER MARTIAL ARTIST When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled, and all excess shields count as unblockable hits on the attacking figure. Cyborg II: (completed)
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NAME = CYBORG II SECRET IDENTITY = VIC STONE SPECIES = CYBORG UNIQUENESS = UNIQUE HERO CLASS = SCIENTIST PERSONALITY = BRILLIANT SIZE/HEIGHT = MEDIUM 5 LIFE = 5 MOVE = 5 RANGE = 4 ATTACK = 5 DEFENSE = 5 POINTS = 230 JUSTICE LEAGUE STRATEGIST At the start of the game, place 1 blue Justice League marker on this card for each Unique Protector or Scientist Hero you control, to a maximum of 3. When rolling for initiative, if at least one Order Marker is on this card, you may add 2 to your roll for each Justice League marker on this card. BOOM TUBE TRANSPORT At the start of the round, if Cyborg is in your start zone, you may choose to place a Glyph of Boom Tube power-side up on an empty space in your start zone. At the end of the round, you may move Cyborg and up to X figures in your start zone within clear sight of Cyborg, where X equals the number of Justice League markers on this card, up to 3 spaces each. Remove the Glyph of Boom Tube from the battlefield. CYBERNETIC ENGINEERING At the end of a round, you may remove one Wound Marker from this card or the Army Card of a Unique Android Hero adjacent to Cyborg. After using Cybernetic Engineering, you may remove 1 Justice League marker from this card to use Cybernetic Engineering one additional time. SUPER STRENGTH FLYING Superman III: (completed)
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NAME = SUPERMAN III SECRET IDENTITY = KAL-EL SPECIES = KRYPTONIAN UNIQUENESS = UNIQUE HERO CLASS = CHAMPION PERSONALITY = VALIANT SIZE/HEIGHT = MEDIUM 5 LIFE = 8 MOVE = 10 RANGE = 1 ATTACK = 8 DEFENSE = 7 POINTS = 430 JLA TRINITY At the start of the game, place 1 white Justice League marker on this card for each Unique Hero you control with the class of Champion, Warrior, or Vigilante. SYMBOL OF JUSTICE Add 1 to your initiative roll for each Justice League marker on Army Cards you control. Once per turn, before a figure you control within clear sight of Superman rolls defense dice against a normal attack, you may choose a figure you control that is adjacent to the defending figure, remove 1 Justice League marker from this card, and roll defense and take any resulting wounds from that attack with the chosen figure. HEROIC RESCUE If Superman passes over a friendly figure while moving, after moving Superman you may place that figure on any empty space adjacent to Superman. A friendly figure moved by Heroic Carry will not take any leaving engagement attacks. MAN OF STEEL When rolling defense against a normal attack from a figure that is not a Kryptonian, all blanks rolled count as extra shields. SUPER STRENGTH FLYING Previous Directions Considered:
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Ideas 1-6
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*Specific examples of each direction will be added, in spoilers, as time allows. 1. Stickers: Create JL Stickers to place on already created cards and retroactively place them in the Justice League, then design future synergies based off this.
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2. Team Cards: Create draftable cards that list team members and give specific synergy boosts.
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3. JL Communicator Utility Glyph: Create a Utility Glyph that gives open-ended synergy with the Justice League name attached.
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4. Team Glyphs: Create specific “JL Tactics” Glyphs that start on JL hubs and offer power boosts tied to either specific characters or specific Classes.
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JUSTICE LEAGUE 3 At the start of the game, you may place up to three Justice League Glyphs of different types on this card. _______ cannot lose these Glyphs by any means unless he is destroyed. GLYPH OF JUSTICE LEAGUE: MAGICAL ELEMENT (Zatanna) ________ GLYPH If you control Zatanna, you may use the Magical Element glyph. Any power on this card, refers to Zatanna's card instead as if she has it equipped. At the start of the game, choose 1 Water, Lava, Ice, or Shadow tile, and place it on this card. Once per game, after moving, instead of attacking, Zatanna may place the chosen tile within 4 clear sight spaces. It's just an example, but this hopefully gets the idea across. These glyphs could be made just like Utility Glyphs, opening up the design and expansion for future characters to be represented. Whoever the hub is, would have the point cost calculated in his point value much like Batman II with his Utility Glyphs, and the glyphs will simply need to remain balanced when designed. With this system, any member of the Justice League can bring synergy to the team. In this case, Zatanna could be paired with Aquaman to give him a water space. She could place Lava for Etrigan or Fire. She could place Ice for Ice. Shadow for Batman or Obsidian etc. This is just one example of many, where a character can synergize with their team through this method. 5. Class: Class-Specific Recruiting for static, universal team powers.
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Martian Manhunter II:
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JUSTICE LEAGUE FOUNDER At the start of the game, you may choose up to one Unique Hero you control from each of the following Classes: Champion, Vigilante, Officer, Scientist, Warrior, Archer, King, and Magician. Each chosen Hero's Class is League Member instead of what is listed on that Hero's Army Card, for the rest of the game. MIND LINK An opponent may never take control of Martian Manhunter, or any League Member you control within 4 spaces of Martian Manhunter. All League Members you control are always considered within clear sight of each other. PRECOGNITIVE SENSES If a League Member you control rolls the 20-sided die for a special power, you may add 2 to the roll. DENSITY CONTROL Martian Manhunter can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card. SUPER STRENGTH FLYING Batman III:
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JUSTICE LEAGUE TACTICIAN At the start of the game, you may choose up to one Unique Hero you control from each of the following Classes: Champion, Scientist, and Warrior. Each chosen Hero's Class is League Member instead of what is listed on that Hero's Army Card, for the rest of the game. After revealing an Order Marker, you may move 1 unrevealed Order Marker from the card of a League Member you control onto any other League Member card you control. WORLD'S GREATEST DETECTIVE Before taking a turn with Batman, if Batman is unengaged you may choose an opponent's figure in play and roll the D20 once for each unrevealed Order Marker on that figures card. On a roll of 15 or higher you may look at the selected unrevealed Order Marker, do not reveal that Order Marker to any other players. After looking at an opponents unrevealed Order Marker with this power, you may reveal the 'X' Order Marker on this card and remove that Order Marker from play. MASTER MARTIAL ARTIST When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled, and all excess shields count as unblockable hits on the attacking figure. Cyborg II:
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JUSTICE LEAGUE COORDINATED ATTACK After revealing an Order Marker on the card of and taking a turn with a League Member you control within 5 clear sight spaces of Cyborg, you may immediately attack once with Cyborg's normal attack, and you may not take any additional turns with other figures you control. BOOM TUBE TRANSPORT After revealing an Order Marker on this card, you may place one Glyph of Boom Tube power-side up on an empty space within 4 clear sight spaces of Cyborg. Before moving Cyborg, you may roll the 20-sided die for each unengaged figure you control within 4 clear sight spaces of Cyborg. If you roll a 12 or higher, you may move that figure up to 4 spaces. After moving Cyborg, immediately remove the Glyph of Boom Tube from the battlefield. CYBERNETIC REPAIR X At the end of the round, if you reveal an "X" Order Marker on this card, remove one Wound Marker from each Army Card you control with the Cybernetic Repair X special power. SUPER STRENGTH FLYING Doctor Fate II:
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DIVINE EMPOWERMENT At the start of the round, you may immediately roll 1 combat die.
Before placing Order Markers for any round, if Doctor Fate is unengaged, you may choose any previously destroyed League Member you control and roll the 20-sided die. If you roll 18 or higher, remove all Wound Markers from the chosen Hero’s Army Card and place the chosen Hero on any empty space adjacent to Doctor Fate. This special may only be used to place one League Member per game. MAGICAL DEFENSE When Doctor Fate is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Doctor Fate can take for this attack is one. SUPER STRENGTH FLYING All Character Class Being Included:
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This gives you the following options(Justice League affiliates in bold): Champion Allen the Alien, Booster Gold, Captain Marvel (Billy Batson), Captain Marvel (Mar-Vell), Flash (Wally West), Hercules, Invincible, Omni-Man, Quasar (Phyla-Vell), Super-Skrull (Kl'rt), Super-Skrull (Rl'nnd), Superman (I), Superman (II), Thor, Wonder Woman Vigilante Azrael, Batman (Bruce Wayne)(I), Batman (Bruce Wayne)(II), Batman (Dick Grayson), Batman (Jean-Paul Valley), Batman (Terry McGinnis), Black Canary, Daredevil, Echo, Hit-Girl, Huntress, Nomad, Nite Owl, Punisher, Ragman, Rorschach, Scarlet Spider (Kaine Parker), Silk Spectre Officer Green Lantern (Guy Gardner), Green Lantern (Hal Jordan), Green Lantern (John Stewart), Green Lantern (Kyle Rayner) Scientist Ant-Man (Hank Pym), Atom, Beast, Black Knight, Bruce Banner, Flash (Barry Allen), Firestorm, Flash (John Fox), Floronic Man, Giant-Man, Mister Fantastic, Mister Freeze, Swamp Thing, Yellowjacket (I), Yellowjacket (II) Warrior Aquaman II, Asgardian Warrior, Executioner, Fandral, Fatality, Frost Giant, Hawkgirl, Hawkman, Hogun, Vixen, Volstagg King Aquaman I, Black Panther, Laufey, Solovar, Namor Magician Zatanna Archer Green Arrow (Connor Hawke), Green Arrow (Oliver Queen), Hawkeye (II), Red Arrow 73 Total Options, 26 of which are Unique Justice League Characters 6. Original Marker: Open-ended recruiting for static, universal team powers tied to Markers (original approach/Avenger analog).
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Idea 7-12
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7. Open Marker Burn: Open-ended recruiting for powers based on Marker resource management.
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8. Class Marker Burn: Class-Specific Recruiting for powers based on Marker resource management.
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Martian Manhunter 2.0:
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JUSTICE LEAGUE PRECOGNITION
At the start of the game, place up to 5 total Justice League markers on the cards of Unique Champion, Archer, Vigilante, Magician, or King Heroes you control. Once per turn,after a figure you control rolls the 20-sided die, you may remove 1 Justice League marker from that figure's card to add 3 to that roll. At the end of the round, you may move any Justice League markers from a card you control to the card of a figure you control with a Class listed in this power. TELEPATHIC MASTERY An opponent may never take control of Martian Manhunter or any figure you control within 5 spaces of Martian Manhunter with a Justice League marker on it's card. All figures you control are considered within clear sight of each other. DENSITY CONTROL Martian Manhunter can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card. Batman 3.0:
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JUSTICE LEAGUE TACTICAL ANALYSIS
At the start of the game, place up to 4 total Justice League markers on the cards of Unique Champion, Warrior, Scientist, Officer, or Refugee Heroes you control. Once per turn,before a figure you control rolls attack dice, you may remove 1 Justice League marker from that figure's card, and the defending figure must subtract 2 from its defense. At the end of the round, you may move any Justice League markers from a card you control, to the card of a figure you control with a Class listed in this power. FIELD ORDERS Instead of taking a turn with Batman, you may instead take a turn with one other Unique Hero you control, within clear sight of Batman, with a Justice League marker on its card. MASTER MARTIAL ARTIST When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled, and all excess shields count as unblockable hits on the attacking figure. Cyborg 2.0:
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JUSTICE LEAGUE COMBAT COOPERATION
At the start of the game, place up to 3 total Justice League markers on the cards of Unique Determined, Valiant, Benevolent, Bold, or Quirky Heroes you control. Once per turn,after a figure you control takes a turn, you may remove 1 Justice League marker from that figure's card to take a turn with Cyborg, you may not take any additional turns with other figures you control. At the end of the round, you may move any Justice League markers from a card you control, to the card of a figure you control with a Personality listed in this power. BOOM TUBE TRANSPORT At the start of the round, if Cyborg is in your start zone, you may choose to place a Glyph of Boom Tube power-side up on an empty space in your start zone. At the end of the first round, you may move up to 3 figures in your start zone with a Justice League marker on their card 3 spaces each, then remove the Glyph of Boom Tube from the battlefield. CYBERNETIC ENGINEERING At the end of a round, Cyborg and all Android or Cyborg Unique Heroes you control with a Justice League marker on their card may remove 1 Wound Marker from that figure's card. JL Synergy List MM2.0, Batman 3.0, & Cyborg 2.0
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4 cards/3 figures all 3 can team up with:
Superman I (400) - Champion & Valiant Superman II (450) - Champion & Valiant Wonder Woman (300) - Champion & Determined Booster Gold (290) - Champion & Determined 2 cards only MM 2.0 & Batman 3.0 can team up with: Shazam (360) - Champion & Righteous Flash/Wally West (280) - Champion & Tricky 3 cards only Batman 3.0 & Cyborg 2.0 can team up with: Green Lantern/John Stewart (340) - Officer & Determined Flash (Barry Allen) (250) - Scientist & Bold Aquaman II (330) - Warrior & Determined 3 cards only MM 2.0 & Cyborg 2.0 can team up with: Aquaman (230) - King & Valiant Black Canary (190)- Vigilante & Determined Batman/Dick Grayson - Vigilante & Determined 7 cards/6 figures only MM 2.0 can team up with: Batman/Bruse Wayne I (200) - Vigilante & Driven Batman/Bruce Wayne II (250) - Vigilante & Driven Huntress (170) - Vigilante & Ruthless Green Arrow/Oliver Queen (150) - Archer & Precise Red Arrow (150) - Archer & Brash Zatanna (240) - Magician & Tricky Doctor Fate 2.0 (?) - Magician & ? 9 cards only Batman 3.0 can team up with: Hawkman (225) - Warrior & Fearless Hawkgirl (225) - Warrior & Fierce Atom (50) - Scientist & Daring Vixen (150) - Warrior & Loyal Green Lantern (Hal Jordon) (350) - Officer & Fearless Green Lantern/Kyle Rayner (300) - Officer & Creative Green Lantern/Guy Gardner (320) - Officer & Brash Firestorm - Student/Scientist & Lazy/Brilliant Supergirl (320) - Refugee & Reckless 5 cards only Cyborg 2.0 can team up with: Steel (260) - Engineer & Valiant Zauriel (320) - Guardian & Valiant Mr. Terrific (160) - Savant & Valiant Red Tornado (300) - Protector & Benevolent Plastic Man (145) - Adventurer & Quirky + Batman 3.0, MM 2.0, & Cyborg 2.0 will each have one of the referenced classes. That is 36 different cards covering 32 different JL heroes. *Assumes the eventual creation of a Dr. Fate Magician card that may or may not have any JL marker related powers. 9. Team Powers: No recruiting, just Class-specific power offerings.
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Martian Manhunter II JUSTICE LEAGUE SUPPORT If you only have Unique Heroes in your Army: • If a King, Archer, or Magician you control rolls the 20-sided die, you may add 2 to the roll. • Once per round if an opponent successfully rolls to take control of any Champion, Warrior, or Scientist you control, their turn immediately ends. • Once per game when defending against a non-adjacent attack with a Vigilante, Officer, or Archer you control, one shield will block all damage. TELEPATHIC MASTERY An opponent may never take control of Martian Manhunter. All figures you control are considered within clear sight of each other. DENSITY CONTROL Martian Manhunter can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card. Batman II JUSTICE LEAGUE TACTICS If you only have Unique Heroes in your Army: • Instead of taking a turn with Batman, you may take a turn with a Champion, Warrior, or Scientist you control. • Once per round when a Archer, Officer, or Protector you control destroys an enemy figure, you may take one additional turn. • Once per game when attacking an adjacent figure with a Mystic, Refugee, or Warrior you control, all blanks rolled count as skulls. MASTER MARTIAL ARTIST When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled, and all excess shields count as unblockable hits on the attacking figure. Cyborg II: JUSTICE LEAGUE STRATEGY If you only have Unique Heroes in your Army: • Add 2 to your initiative roll for each enemy figure adjacent to a Champion, Warrior, or Officer you control. • Once per round, before a figure you control rolls defense dice, you may choose a Guardian, Protector, or Champion figure you control adjacent to the attacking figure to roll defense instead, and take any resulting wounds. • Once per game when attacking with or defending against a normal attack with an Archer, Engineer, or Officer you control, you may re-roll any dice. BOOM TUBE TRANSPORT At the start of the round, if Cyborg is in your start zone, you may choose to place a Glyph of Boom Tube power-side up on an empty space in your start zone. At the end of the round, remove the Glyph of Boom Tube from the battlefield. CYBERNETIC ENGINEERING At the end of a round, you may choose Cyborg or an Android or Cyborg Hero adjacent to Cyborg. Remove or place 1 Wound Marker on the chosen figure’s card. 10. Marker Powers: A Team Powers/Markers hybrid; open-ended recruiting for universal team powers tied to Markers and class-specific power offerings.
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11. Class Marker Wildcard: Class-Specific Recruiting for static, universal team powers tied to Markers, along with one open-ended recruit (wildcard).
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12. JL 2.0: Design new versions of every member of the Justice League that we want to include.
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Currently Discussing: Narrowing Options Hero Scorecard (4 of 5 ballots in)
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Original Marker – Yes 3, No 1 Class Change – Yes 3, No 1 Team Powers – Yes 3, Maybe Marker Burn – Yes 2, Maybe 2 Team Glyphs – No 3, Maybe 1 Communicator Utility Glyph Only – No 4 Team Card – No 4 Marker Powers – No 2, Maybe 2 All New Cards – No 3, Maybe 1 Classic Markers + Classes – Yes 2, Maybe 1, No 1 Team Stickers – No 4 Open Ended Marker Burn – Maybe 4 Goal: Find a way to synergize the Justice League. I'm a cat Last edited by Arkham; March 16th, 2017 at 10:33 AM. |
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