I don't design much myself, mostly for lack of wanting to hunt around for minis. Still, I've participated occasionally in custom competitions or other design events, so I wanted to go ahead and collect all that stuff in one place and keep it organized.
The designs below are listed in reverse order of creation--newest at the top, oldest at the bottom.
NEFERETH
(card by me)
SIR ASHFORD
(card by me)
VORELANJ
(card by Dr. Goomonkey)
DREAD LOCUST DRAGOON
(card by Dr. Goomonkey)
EHECATL
(card by Dr. Goomonkey)
Old OP with very self-indulgent niche designs:
Spoiler Alert!
I don't usually have a lot of time to 'Scape, but I do have a habit of thinking up stats and powers for my favorite characters in whatever else I'm doing. Most of these designs will probably fit a little bit better in with Superscape or C3G than Classic, but I wouldn't anticipate it being much of a problem.
Also, most of these aren't tested at all. If they have been, I'll make it known in the individual entries.
Skullgirls
Skullgirls is a 1-on-1 fighter with an art deco style. Its gameplay mostly revolves around landing highly extensive combos, but that doesn't translate particularly well to Heroscape, so I've focused on other aspects of the characters.
Eliza and Sekhmet
Spoiler Alert!
Eliza
Life 6
Move 5
Range 1
Attack 4
Defense 4
Points: 200
Human
Unique Hero
Performer
Haughty
Medium 5 Scarlet Ladies
At the start of the game, add Sekhmet to your army and place her figure on this army card. When Sekhmet is placed on the battlefield, move all order markers on this card to her card. When Sekhmet leaves the battlefield, move all order markers on her card to this card, and she will not take leaving engagement attacks. While Sekhmet is on the battlefield, Eliza cannot receive wounds or be targeted by special powers. Lady of Slaughter
Instead of attacking, if Sekhmet is on this army card, you may choose a figure within 4 clear sight spaces of Eliza and roll the 20-sided die. If you roll a 9 or higher, you may place Sekhmet on any unoccupied space adjacent to the chosen figure and immediately take a turn with her. Osiris Spiral Special Attack Range 1 Attack 3
When attacking with this special attack, if the defending figure rolls exactly as many shields as you rolled skulls, the defending figure receives one wound. After attacking with this special attack, if Eliza did not move this turn, you may attack with it two additional times.
Sekhmet
Life 1
Move 6
Range 1
Attack 6
Defense 0
Points: 0
Parasite
Unique Hero
Destroyer
Terrifying
Medium 4 The Crimson Scourge
When Sekhmet inflicts one or more wounds with her normal attack, you may remove one wound marker from Eliza’s card. The Crimson Scourge does not affect Soulborgs or destructible objects. Invulnerable
Sekhmet cannot be destroyed by any special power on any army card or glyph. When rolling defense dice for Sekhmet, add two automatic shields to whatever is rolled. When placing wound markers on this army card, instead place them on Eliza’s army card. Hathor’s Return
At the end of the round, if Sekhmet is on the battlefield, remove her from the battlefield and place her on Eliza’s army card. Before taking a turn with Sekhmet, If you do not control Eliza, remove Sekhmet from the game.
Notes:
Spoiler Alert!
Eliza is my favorite character in the game, so obviously I wanted to design her first, but getting across her theme is kind of complicated. She attacks by using the power of her parasite, Sekhmet (who is also her skeleton) to twist her own blood and flesh into Egyptian-themed weaponry. I'm aware that the sentence I just typed is a little wild, but that's Skullgirls, baby!
Eliza has a lot of mechanics, but I chose to focus on her ability to switch with Sekhmet. She can use a special move to let her parasite take the field, but her super meter will constantly drain until Sekhmet returns. In exchange for this, Sekhmet has very powerful single hits, takes greatly reduced damage, and is almost entirely immune to hitstun. A defense of 0 with 2 auto-shields felt right for this. On the flip side, Eliza is no slouch herself--Osiris Spiral is a very strong special move that does a lot of damage even through chip if the opponent blocks, which is what I tried to represent there.
Having two separate figures that have to be included together is a little tricky, but I think I did an alright enough job making it clear how that works. Eliza is also the strongest member of the cast story-wise, so I'd like to keep her points as a ceiling for all other designs.
Valentine
Spoiler Alert!
Valentine
Life 4
Move 6
Range 1
Attack 4
Defense 5
Points: 160
Human
Unique Hero
Ninja
Tricky
Medium 5 Savage Bypass
Before or after attacking, you may choose a figure within 3 clear sight spaces of Valentine. Place Valentine on any space adjacent to the chosen figure and roll the 20-sided die. If you roll a 16 or higher, the chosen figure receives one wound. When moving with Savage Bypass, Valentine will not take any leaving engagement attacks. Flew Shot Special Attack Range 5 Attack 3
If a Unique Hero receives one or more wounds from Flew Shot special attack, roll the 20-sided die. If you roll an 11 or higher, you may either inflict one additional wound and roll again or remove 1 unrevealed order marker from the defending figure’s army card. You may continue rolling until you fail to roll an 11 or higher or you remove an order marker.
Notes:
Spoiler Alert!
Contrary to Eliza, Valentine is probably the simplest character to translate to 'Scape. Not counting supers, Savage Bypass and Flew Shot are really her two main specials, so I'm glad I can at least make one of these cards a two-power deal. Her theme is also much simpler--she's a femme fatale ninja nurse. That's it, nothing too off the wall.
Savage Bypass is her main tool for extending combos and such. It's basically just a strike at the enemy while dashing through them, so there were a few ways I could go there. Since Valentine is a fast character, I thought it was necessary that she be able to do several things in a turn. Since Savage Bypass is a fairly strong positioning power already, I kept the d20 roll for an autowound fairly high.
Flew Shot actually has a few more mechanics going on with it in the game, but I decided to keep it simple while still representing that Valentine has a few different poisons at her disposal. Nothing fancy here.
I'll probably fill out the rest of the 12-character main cast at some point. I have a few written up already, I'm just not quite as sure about their direction. Let me know if you enjoy these designs, or if at the very least if they're comprehensible. And if you have played Skullgirls, feel free to suggest some ideas!
Last edited by All Your Pie; December 7th, 2019 at 05:07 PM.