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  #193  
Old November 30th, 2020, 09:11 PM
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Re: SuperHeroScape™: FIRST 50 DONE! Rhino, Wasp, Wrecker 11/

Storm
Not a lot of notes on this one, pretty clean take. Maybe worth noting that swinging/leaping figures can get around GFW, but don't know if you're sweating edge cases like that.

Mandarin
Cool card, aside from being maybe the worst offender on my "I'll need to constantly be rereading these to figure out the numbers" list. It does feel like kind of a shame that the Matter Manipulation rings aren't on the same level as the others, but I don't have a specific alternate suggestion.

Mister Fantastic
Superior Intellect is scary. On Elastic Stretch, you could probably simplify the wording at the start - if he's spending 1 move to use the ability, I think that's pretty squarely during his movement, and not so much before or after. I think needing to swap movement out for it clarifies any questions about the timing that "during" doesn't answer
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  #194  
Old December 18th, 2020, 10:22 PM
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Re: SuperHeroScape™: FIRST 50 DONE! Rhino, Wasp, Wrecker 11/

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Originally Posted by Ronin View Post
Storm
Not a lot of notes on this one, pretty clean take. Maybe worth noting that swinging/leaping figures can get around GFW, but don't know if you're sweating edge cases like that.
Thanks, yeah, I'm aware of similar-but-different powers getting around things like that (except the lading space), but honestly feel like wording around it is more trouble than it's worth. Who knows, maybe one day I'll come up with something.

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Mandarin
Cool card, aside from being maybe the worst offender on my "I'll need to constantly be rereading these to figure out the numbers" list. It does feel like kind of a shame that the Matter Manipulation rings aren't on the same level as the others, but I don't have a specific alternate suggestion.
I could cram all the powers onto Mandarin's card (and have), but like having some glyphs to play around with (since you can also use one or more separately in games without Mandarin). MM depends on the battlefield; lots of lava, water, heavy snow/slippery ice, or tall things to leap off of and it opens up his options.

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Mister Fantastic
Superior Intellect is scary. On Elastic Stretch, you could probably simplify the wording at the start - if he's spending 1 move to use the ability, I think that's pretty squarely during his movement, and not so much before or after. I think needing to swap movement out for it clarifies any questions about the timing that "during" doesn't answer
That's fair, "Up to two times while moving..." probably does cover it. I'm sure I have another power here or there that could do the same.

===============

Meanwhile, I realized a mistake I haven't gotten on to correct until now... I had said Professor X brought the X-Men team together, but I managed to miss that I had accidentally bumped Angel when adding Giant-Man to the wave! So instead of Ant-Man's alter ego being the bonus for Wave IV, here's a bonus Angel:



He also actually beats Wasp for cheapest of the first 50. He's a filler support hero that helps get friendly figures out of trouble. (You may notice a similar point cost and power set to my Rescue custom.) Nothing to flashy, but now the first 50 (51) is really done.


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  #195  
Old February 19th, 2021, 01:55 PM
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Re: SuperHeroScape™: FIRST 50 DONE! The missing Angel! 12/18

It's been awhile since a posted anything, but I was looking at your thread and the cards you made and really like how you approached the process. I have adopted some of your concepts because they make so much sense. If you any plans to do a Moonknight card I would like to see your take on him. He will soon have his own Marvel show.
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  #196  
Old February 19th, 2021, 06:17 PM
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Re: SuperHeroScape™: FIRST 50 DONE! The missing Angel! 12/18

Drewman sighting!
Nice Angel. Looks more appropriately priced than the C3G version.
His value will increase depending on what mechanics you choose for future designs.
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  #197  
Old March 7th, 2021, 04:29 PM
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Re: SuperHeroScape™: FIRST 50 DONE! The missing Angel! 12/18

Quote:
Originally Posted by Drewman-chu View Post
It's been awhile since a posted anything, but I was looking at your thread and the cards you made and really like how you approached the process. I have adopted some of your concepts because they make so much sense. If you any plans to do a Moonknight card I would like to see your take on him. He will soon have his own Marvel show.
Thanks for the comments! Cool to hear you like some of my ideas enough to adapt: that's what I've done for most of these, and hope everyone else appreciates that their powers are adaptable, too. I do have a draft of Moon Knight, but I'm not sure how far along before he slots in (could be next "wave", could be another 50 units). It's also not a character I'm super familiar with, so hopefully the draft does him justice (though to be fair, that goes for most comic characters).

Quote:
Originally Posted by Tornado View Post
Drewman sighting!
Nice Angel. Looks more appropriately priced than the C3G version.
His value will increase depending on what mechanics you choose for future designs.
I'm guessing C3G's is pretty strong, then? At 10 points more, mine has -1D and can only use Emergency Response once per turn, but there are other differences, too. Thanks as always for checking in.


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  #198  
Old October 8th, 2022, 08:40 AM
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Re: SuperHeroScape™: SHIELD and Skrulls

It's been too long! Now for something completely different: Squads! Funny enough these two ended up with the same stats and the same point cost (and same number of figures: 3). I think I've actually done more testing on the Skrulls. Their powers are more unique, while the Agents' are both reimaginings of official powers. The Agents are better against Heroes, since wounding a Squad figure kills it and means no Combined Targeting, while the Skrulls are better against Squads since they can 50/50 them with Disguised and Squads tend to have fewer Special Attacks to get around Shapeshift. The Agents do have better positional play with Cover and lack of the tension between the Skrulls' powers.





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Last edited by NecroBlade; October 8th, 2022 at 11:54 AM.
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  #199  
Old October 8th, 2022, 08:45 AM
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Re: SuperHeroScape™: SHIELD and Skrulls 10/8

Looks solid.
Agents could get nasty if there is an attack booster.

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  #200  
Old October 8th, 2022, 09:38 AM
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Re: SuperHeroScape™: SHIELD and Skrulls 10/8

Those squads look fun!

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  #201  
Old October 8th, 2022, 10:43 AM
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Re: SuperHeroScape™: SHIELD and Skrulls 10/8

I like the power sets on both. Combined Targeting looks like it could be really nasty with some good rolls. If the first squad guy and the second both inflict wounds, I'm reading that these stack and the third squaddie could roll a tone of dice. These are both 3 figure squads?
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  #202  
Old October 8th, 2022, 11:06 AM
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Re: SuperHeroScape™: SHIELD and Skrulls 10/8

Great question. Totally missed that.
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  #203  
Old October 8th, 2022, 11:54 AM
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Re: SuperHeroScape™: SHIELD and Skrulls 10/8

Quote:
Originally Posted by Good Pig View Post
I like the power sets on both. Combined Targeting looks like it could be really nasty with some good rolls. If the first squad guy and the second both inflict wounds, I'm reading that these stack and the third squaddie could roll a tone of dice. These are both 3 figure squads?
Yes it could add up to a lot! And yes both squads of 3, thanks for asking. Consequence of not having bothered to make any hit zones yet.


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  #204  
Old October 8th, 2022, 03:05 PM
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Re: SuperHeroScape™: SHIELD and Skrulls 10/8

I hate doing the hit zones for customs, so I started just putting the unit count in parentheses after the unit type, e.g. Common Squad (3).
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