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.
Made some updates here. I did like ditching Electrically Charged from the SA, as it made it a bit long, when realistically he should be affecting Cyborgs and Androids just as well from that boon, so I folded them into the first. Updated personality after a bit of rereading, set first power to player turn, and set Class as disciple.
Quote:
Originally Posted by LordVenoc
NAME = ION
SECRET IDENTITY = DANIEL HESSLER
SPECIES = PSIOT
UNIQUENESS = UNIQUE HERO
CLASS = DISCIPLE
PERSONALITY = ARROGANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 4
POINTS = ???
BIOELECTRIC MANIPULATION
Once per player turn, when combat dice are rolled for an opponent’s figure within 5 clear sight spaces of Ion, if he is not engaged, you may choose one die rolled, or two if that figure is an Android, Cyborg, or has the Electrically Charged power. All chosen dice must be rerolled once.
TELESTATIC TELEKINETICS SPECIAL ATTACK
Range 5. Attack 4 + Special.
If Ion inflicts at least one wound with this special attack, he may attack again, rolling one additional attack die. Ion may continue attacking with this special attack until he does not inflict a wound, to a maximum of three attacks per turn. Figures may only be targeted for this attack once per turn.
I'll run checklists a little later to propose initial.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.
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?
Nope
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?
Nope
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?
Nope
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?
Nope
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?
Nope
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?
Nope
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?
Nope
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?
Reroll 1-2 die per player turn, so boosting both sides in a sense.
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?
Nope
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?
Nope
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?
Nope
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?
Nope
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?
Nope
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?
Nope
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?
Can weaken attacks from foes, or let you improve own defenses.
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?
Nope
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?
Likes allies staying close for his reroll aura
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?
Nope
CONSISTENCY CHECKLIST (SHORT FORM)
Spoiler Alert!
Consistency Concerns Name and Identity
Verify character is named in a way that is clear, accurate and feels consistent with the way other characters are named.
Yep
Uniqueness and Type
Verify that the power text reflects the listed uniqueness and type, that the uniqueness fits the character, and that squad size is listed for squads.
Yep
Left Box
If the character's species, class or personality is reused, verify that the character feels thematically consistent with other figures that have that species, class or personality. If they are not reused, verify that there is no pre-existing species, class or personality that would make more sense.
Species consistent, new class for the faction, personality aligns with his portrayal a bit better.
Size and Height
Verify that the listed size and height are accurate. Standing the mini up next to a stack of tiles, and a few other minis of various sizes, is encouraged.
Yep, appropriate mini has a height of 5.
Super Strength and Flying
Verify that these special powers are present if they make sense, and not if they don't.
DEFINITELY can't fly. No super strength either.
New Powers - Names
Verify that any new powers are not using power names identical to, or very similar to, pre-existing powers. Verify that any new powers are actually new and not old powers with new names.
May need a number on the first power?
New Powers - Effects
Verify that the effect and timing of all new powers is clear. Verify that any logical immunities, benefits, or weaknesses (whether those be necessary for thematic or mechanical reasons) are implemented: consider whether defensive powers that work against normal attacks should also work against special attacks, whether or not a power has an elemental component that some figures should resist, and whether or not unliving figures (such as Undead and Androids) should be affected.
Yep
Reused Powers
Verify that the design is reusing powers in place of creating new ones, where reused powers could implement the same theme and mechanics with no differences or only trivial differences. Verify that any reused powers have the correct text.
NA
Power Level
Verify that the character's movement, attack, range, and defense (in conjunction with any special powers that enhance those stats) feel consistent with the capabilities of characters with analogous powers and abilities. Verify that the character falls into a similar point range to characters with comparative powers and abilities.
Upping stats a tad to put him at the appropriate level.
Made some tweaks after some last minute conversations about power level, leaving it like this:
Quote:
Originally Posted by LordVenoc
NAME = ION
SECRET IDENTITY = DANIEL HESSLER
SPECIES = PSIOT
UNIQUENESS = UNIQUE HERO
CLASS = DISCIPLE
PERSONALITY = ARROGANT
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = 155
BIOELECTRIC MANIPULATION
Once player per turn, when combat dice are rolled for an opponent’s figure within 5 clear sight spaces of Ion, you may choose one die rolled, or two if that figure is an Android, Cyborg, or has the Electrically Charged power. All chosen dice must be rerolled once.
TELESTATIC TELEKINETICS SPECIAL ATTACK
Range 5. Attack 4 + Special.
If Ion inflicts at least one wound with this special attack, he may attack again, rolling one additional attack die. Ion may continue attacking with this special attack until he does not inflict a wound, to a maximum of three attacks per turn. Figures may only be targeted for this attack once per turn.
I know we talked on Discord and sorry I missed the discussion here but YES Disciple is perfect I think.
YEA
Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards.