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  #1  
Old August 2nd, 2018, 09:33 AM
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Scapemage's Public Design Thread

Most of my old designs from years past are severely outdated, so this will serve as a new thread for me to post my new designs and rehashes.


Deadman

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Last edited by Scapemage; November 5th, 2018 at 04:57 PM.
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  #2  
Old August 2nd, 2018, 09:34 AM
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Re: Scapemage's Public Design Thread

Whoosh.

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Last edited by Scapemage; August 10th, 2018 at 09:08 AM.
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  #3  
Old August 2nd, 2018, 09:34 AM
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Re: Scapemage's Public Design Thread

BEAST BOY
GAR LOGAN



DOLPHIN
UNIQUE HERO
TITAN
WILD
SMALL 2

LIFE 1
MOVE 6
RANGE 1
ATTACK 1
DEFENSE 1
POINTS 15

WATERLOGGED
If Beast Boy enters a land space, he must immediately end his movement.

WATER STRENGTH 3
Beast Boy does not stop his movement when entering a water space. Add 3 dice to Beast Boy's attack and defense while he is on a water space.


AQUATIC LIFT
Friendly figures do not have to stop their movement when entering water spaces within 1 space of Beast Boy.

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Last edited by Scapemage; August 22nd, 2018 at 06:27 PM.
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  #4  
Old August 6th, 2018, 11:07 PM
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Re: Scapemage's Public Design Thread

OCEAN MASTER
ORM MARIUS


ATLANTEAN
UNIQUE HERO
ANTAGONIST
DETERMINED
MEDIUM 5

LIFE 5
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 5
POINTS 250?

SORCERY OF NERON
Start the game with one Glyph of Mystic Ocean Trident on this card. While equipped with a Glyph of Mystic Ocean Trident, Ocean Master may cast spells as though he had the Magical Defense special power.

RISING TIDE
Start the game with 6 blue Tide Markers. After revealing an Order Marker on this card and instead of moving Ocean Master, you may place one Tide Marker on this card. All spaces on the battlefield whose level is lower than the amount of Tide Markers on this card are considered water spaces.

DEEP SEA ROYALTY
Ocean Master does not stop his movement when entering water spaces. Add 2 to Ocean Master's attack, defense, and range while he is on a water space. If no other Atlantean Kings are on the battlefield, Ocean Master is also considered to have the Class of King.

SUPERSTRENGTH


GLYPH OF MYSTIC OCEAN TRIDENT
Description = Lightning Control

EQUIPMENT GLYPH
Instead of attacking normally with the figure equipped with this glyph, you may choose a figure without the Electrically Charged special power within 4 spaces of the figure equipped with this glyph and roll the 20-sided die. If the figure equipped with this glyph is an Atlantean, add 6 to your roll. If you roll 16 or higher, that figure receives one wound and you may use this special power again. You may continue rolling for this special power until you fail to inflict a wound.


Really rough stuff here, but this is my first draft. Ocean Master is Aquaman's brother. He took a deal with the demon Neron giving him a powerful trident which grants only him magical abilities. The trident can control lightning, whilst his helmet can control water to extreme levels. Hence, I dragged the rising tide gig onto his card from the glyph. He is only slightly weaker than Aquaman but is very comparable, so I gave him Power of the Deep and same stats as Aquaman I, except 1 fewer attack.

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Last edited by Scapemage; August 7th, 2018 at 11:58 AM.
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  #5  
Old August 7th, 2018, 06:49 AM
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Xael Raymand Xael Raymand is offline
 
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Re: Scapemage's Public Design Thread

Quote:
Originally Posted by Scapemage View Post
Beast Boy updated! Really happy with this direction. Next up!



OCEAN MASTER
ORM MARIUS


ATLANTEAN
UNIQUE HERO
ANTAGONIST
DETERMINED
MEDIUM 5

LIFE 5
MOVE 5
RANGE 1
ATTACK 5
DEFENSE 5
POINTS 250?

SORCERY OF NERON
Start the game with one Glyph of Mystic Ocean Trident on this card. While equipped with a Glyph of Mystic Ocean Trident, Ocean Master may cast spells as though he had the Magical Defense special power.

RISING TIDE
Start the game with 6 blue Tide Markers. After revealing an Order Marker on this card and instead of moving Ocean Master, you may place one Tide Marker on this card. All spaces on the battlefield whose level is lower than the amount of Tide Markers on this card are considered water spaces.

POWER OF THE DEEP
Ocean Master does not stop his movement when entering water spaces. Add 2 to Ocean Master's attack, defense, and range while he is on a water space.

SUPERSTRENGTH


GLYPH OF MYSTIC OCEAN TRIDENT
Description = Lightning Control

EQUIPMENT GLYPH
Instead of attacking normally with the figure equipped with this glyph, you may choose a figure without the Electrically Charged special power within 4 spaces of the figure equipped with this glyph and roll the 20-sided die. If the figure equipped with this glyph is an Atlantean, add 6 to your roll. If you roll 16 or higher, that figure receives one wound and you may use this special power again. You may continue rolling for this special power until you fail to inflict a wound.


Really rough stuff here, but this is my first draft. Ocean Master is Aquaman's brother. He took a deal with the demon Neron giving him a powerful trident which grants only him magical abilities. The trident can control lightning, whilst his helmet can control water to extreme levels. Hence, I dragged the rising tide gig onto his card from the glyph. He is only slightly weaker than Aquaman but is very comparable, so I gave him Power of the Deep and same stats as Aquaman I, except 1 fewer attack.
I’m really liking this direction, I do think Bats has a good point with the additional class of King if their are no other Atlantean Kings on the battlefield. I feel like that will be a natural synergy with any Atlantean squads that get created.
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  #6  
Old October 1st, 2018, 01:28 PM
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Scapemage Scapemage is offline
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Re: Scapemage's Public Design Thread

It's been quiet around here, and since all of my public designs are currently being run, I thought I would ring in October with a new one. Say hello to a long overdue DC character.

DEADMAN
BOSTON BRAND



UNDEAD
UNIQUE HERO
VAGABOND
CURIOUS
MEDIUM 5

LIFE 4
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
POINTS XXX

INTANGABILITY
Deadman can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Deadman cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight.

SPECTRAL POSSESSION
While Deadman is in play, whenever a Unique Hero is destroyed, replace that figure with a grey Grave marker. Immediately after a Grave marker is place or instead of taking a turn with Deadman, you may choose a Grave marker adjacent to Deadman and roll the 20-sided die. If you roll 15 or higher, choose a destroyed Unique Hero. Remove all wound markers from the chosen figure's card and replace the chosen Grave marker with that figure. Place Deadman on that Unique Hero's card. You control that Unique Hero while Deadman is on its card. After taking a turn with the chosen figure, place one wound marker on its card. When the chosen figure receives is destroyed while Deadman is on its card, replace the figure with Deadman and do not place a Grave marker.

FLYING



Design thoughts:

Species, Class, and Personality aren't things I'm set on. I was thinking about the possibility of a Justice League Dark faction but figured it wouldn't be a regular class callout if it happened.

The power set lines up a little weird. Acrobatic Mastery (which he definitely qualifies for, he was a professional trapeze artist in his real life and I can envision that level going toe to toe with Nightwing) and Intangibility both mention leaving engagement attacks. They also could create some potentially weird gameplay where Deadman has incredible kiting ability since he can move all the time and can't be attacked at range.

Spectral Possession is an experiment. The wording is poor, but the intent is for it to work sort of like the Mad Thinker change we are working on. If he possesses a friendly figure, it's 100% success (he'd only do that for Order Marker flexibility to get one immediate turn), but if he possesses an enemy, it's a lot harder.

ACROBATIC MASTERY
Deadman never takes falling damage and is never attacked when leaving an engagement. After rolling attack dice for a normal attack or after rolling defense dice, for each shield rolled you may immediately move Deadman one space up to 6 levels up or down. When Deadman rolls defense dice against an opponent's attack, one shield will block all damage.

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Last edited by Scapemage; November 2nd, 2018 at 02:18 PM.
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  #7  
Old October 1st, 2018, 02:41 PM
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ALEXAN2507 ALEXAN2507 is offline
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Re: Scapemage's Public Design Thread

Quote:
Originally Posted by Scapemage View Post
It's been quiet around here, and since all of my public designs are currently being run, I thought I would ring in October with a new one. Say hello to a long overdue DC character.

DEADMAN
BOSTON BRAND



SPECTRE
UNIQUE HERO
VAGABOND
CURIOUS
MEDIUM 5

LIFE 4
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
POINTS XXX

INTANGABILITY
Deadman can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Deadman cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight.

ACROBATIC MASTERY
Deadman never takes falling damage and is never attacked when leaving an engagement. After rolling attack dice for a normal attack or after rolling defense dice, for each shield rolled you may immediately move Deadman one space up to 6 levels up or down. When Deadman rolls defense dice against an opponent's attack, one shield will block all damage.

SPECTRAL POSSESSION
After revealing an Order Marker on this card, instead of taking a turn with Deadman, you may choose a figure adjacent to Deadman and roll the 20-sided die. If you roll 15 or higher or the chosen figure is a friendly figure, take control of the chosen figure and remove Deadman from the battlefield. Take an immediate turn with the chosen figure. When the chosen figure receives one or more wounds, control of the chosen figure returns to the player who controlled it before Spectral Possession and you must immediately place Deadman on an empty space adjacent to the chosen figure if he is not destroyed.

FLYING

Design thoughts:

Species, Class, and Personality aren't things I'm set on. I was thinking about the possibility of a Justice League Dark faction but figured it wouldn't be a regular class callout if it happened.

The power set lines up a little weird. Acrobatic Mastery (which he definitely qualifies for, he was a professional trapeze artist in his real life and I can envision that level going toe to toe with Nightwing) and Intangibility both mention leaving engagement attacks. They also could create some potentially weird gameplay where Deadman has incredible kiting ability since he can move all the time and can't be attacked at range.

Spectral Possession is an experiment. The wording is poor, but the intent is for it to work sort of like the Mad Thinker change we are working on. If he possesses a friendly figure, it's 100% success (he'd only do that for Order Marker flexibility to get one immediate turn), but if he possesses an enemy, it's a lot harder.

I love Deadman and I love this, but I do wonder if 15+ is pretty high for his only real "offensive" option- possession is Boston's entire gimmick after all

What's up with claymation?


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  #8  
Old November 2nd, 2018, 02:18 PM
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Scapemage Scapemage is offline
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Re: Scapemage's Public Design Thread

Quote:
Originally Posted by Scapemage View Post
It's been quiet around here, and since all of my public designs are currently being run, I thought I would ring in October with a new one. Say hello to a long overdue DC character.

DEADMAN
BOSTON BRAND



UNDEAD
UNIQUE HERO
VAGABOND
CURIOUS
MEDIUM 5

LIFE 4
MOVE 6
RANGE 1
ATTACK 4
DEFENSE 3
POINTS XXX

INTANGABILITY
Deadman can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Deadman cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight.

SPECTRAL POSSESSION
While Deadman is in play, whenever a Unique Hero is destroyed, replace that figure with a grey Grave marker. Immediately after a Grave marker is place or instead of taking a turn with Deadman, you may choose a Grave marker adjacent to Deadman and roll the 20-sided die. If you roll 15 or higher, choose a destroyed Unique Hero. Remove all wound markers from the chosen figure's card and replace the chosen Grave marker with that figure. Place Deadman on that Unique Hero's card. You control that Unique Hero while Deadman is on its card. After taking a turn with the chosen figure, place one wound marker on its card. When the chosen figure receives is destroyed while Deadman is on its card, replace the figure with Deadman and do not place a Grave marker.

FLYING
Here's my latest stab at Deadman. I really wanted to make Spectral Possession a unique power that serves as a hallmark to his character. The wording is sloppy as all hell, but the gist is that he can possess dead figures. While possessed, they'll slowly weaken, and then they do die again Deadman pops back out to play some more. I'm not sure about the power level here. 15 is a high roll but the ability to possess any dead hero from any place where someone has died could be significant and lead to some interesting plays where you draft a weak hero and kill him off yourself.


Thoughts appreciated!

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  #9  
Old November 5th, 2018, 11:07 AM
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Scapemage Scapemage is offline
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Re: Scapemage's Public Design Thread

SPECTRAL POSSESSION
While Deadman is in play, whenever a Unique Hero is destroyed, replace that figure with a grey Grave marker. Immediately after a Grave marker is place or Instead of taking a turn moving with Deadman, you may choose an opponent's Unique Hero Grave marker adjacent to Deadman and roll the 20-sided die. If you roll 10 or higher, choose a destroyed Unique Hero. Remove all wound markers from the chosen figure's card and replace the chosen Grave marker with that figure. place Deadman on that Unique Hero's card and move all unrevealed Order Markers from Deadman's card to that figure's card. You control that Unique Hero while Deadman is on its card. After taking a turn with the chosen figure, place one wound marker on its card. At the end of the round or when the chosen figure is destroyed while Deadman is on its card, replace the figure with Deadman and do not place a Grave marker. place Deadman on a space adjacent to the space currently or previously occupied by that figure.




I had a lapse of judgment and thought he was possessing corpses when I drew that one up. Good catch. Here's another stab. This is much closer to the original version I posted, but with some changes. Instead of moving is in alignment with Classic's Shades of Bleakewood, plus if he misses the roll, he can still attack. I've also changed the power so he comes back out at the end of the round rather than when any wounds are taken.


My real question is: does this power feel signature enough?

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  #10  
Old August 2nd, 2018, 10:01 AM
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Re: Scapemage's Public Design Thread

Didn’t Man-Bat have some sort of Echolocation power? Or was that Sonar? I confuse the two.

I think you could fold the first two powers into one. “Marine Life 3” or something.

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  #11  
Old August 2nd, 2018, 10:06 AM
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Re: Scapemage's Public Design Thread

Man, that Teen Titans cover cracks me up every time. Everybody looks so grim, and then you got that goofy-looking Beast Boy.

I think he's a bit on the long side for a Beast Boy transformation - I'd simplify it to something like this:

Quote:
WATERLOGGED
If Beast Boy enters a land space, he must immediately end his movement. Beast Boy does not stop his movement when entering a water space. Add 3 dice to Beast Boy's attack and defense while he is on a water space.

SUBMERGE 17
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  #12  
Old August 2nd, 2018, 10:17 AM
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Scapemage Scapemage is offline
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Re: Scapemage's Public Design Thread

I'm happy with that. I really love the Submerge reuse but I'm not married to it. I haven't changed the design since our previous discussion about it, am still thinking about simplifying, but that seems to work well.

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