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C3G2.0 Dossier Database Database of all released designs in C3G 2.0


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  #1  
Old January 24th, 2023, 07:32 PM
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Michelangelo

Michelangelo



Card PDF

Quote:
NAME= MICHELANGELO
IDENTITY = N/A

UNIQUENESS = UNIQUE HERO
SPECIES = TURTLE
CLASS = NINJA
PERSONALITY = ENTHUSIASTIC

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 6

POINTS = 170

COWABUNGA! 14
Once per turn, after activating Michelangelo, you may roll a d20, adding 1 to the roll for each ally or enemy adjacent to Michelangelo. On a 14+, activate Michelangelo again.

LOCK AND STRIKE
When defending against an adjacent normal attack, each excess block inflicts 1 wound on the attacker. If a figure receives 1+ wounds from this ability, its activation ends.

COMBAT FLIP 14
During Michelangelo's transition and after combat against an enemy, you may maneuver him up to 2 spaces. During this maneuver, Michelangelo has Flying and Stealth, but may not move more than 14 levels up or down.

FACTION = TMNT
PUBLISHER = IDW
KEYWORDS = Mutagen
SYMBOLS = N/A
WORLDS COLLIDE: Michelangelo doesn't take things too seriously. He feels deeply and tries to have fun. His primary weapons are the nunchaku.

Resources and Rulings
  • The suggested figure for this unit is a Heroclix figure: Teenage Mutant Ninja Turtles #103 / Michelangelo
  • See this card's wiki page for synergies and strategies!

Credits Updates
  • N/A

Last edited by japes; August 17th, 2023 at 02:38 PM. Reason: 14 update
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  #2  
Old January 24th, 2023, 07:34 PM
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Re: Michelangelo

First attempt! I figured Mikey was best since he's the one we seem to be looking at making the least adjustments to.

I think it'll probably be better to test them as a group than to try and confirm each Turtle's cost individually.
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  #3  
Old January 24th, 2023, 09:11 PM
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Re: Michelangelo

'after making an activation with Michelangelo' = after activating Michelangelo

If nothing is really changing here from the 1.0 card other than combat flip, I would think the points would be pretty similar.

Just not really into the idea of giving them the stealth symbol or is it because you it's an ability lifted from the Rangers and they wouldn't have the stealth symbol?
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  #4  
Old January 24th, 2023, 09:40 PM
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Re: Michelangelo

Yeah, it's mainly Dr. J's brainchild so I don't want to mess with it.
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  #5  
Old January 24th, 2023, 09:40 PM
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Re: Michelangelo

I think that the switch to Combat Flip *may* help him get more utility out of Cowabunga because it might be slightly easier to keep the Turtles adjacent to each other so he can use the other Turtles for his boost. We'll see if that bears out in practice.

I like the drop to 12+ instead of 14+ (which is probably a change worth testing, but could wait until full group testing, I think).

LOCK AND STRIKE
When defending against a normal attack from an adjacent figure, all excess blocks count as unblockable hits on the attacking figure. If a figure receives one or more wounds from Lock and Strike, its activation immediately ends.

You can just say "on the attacker" here instead of "on the attacking figure." And you can say "receives 1+ wounds".

Looking good! I think what might make sense here is to get all four Turtles rolling, get so we're largely comfortable with their wording and abilities, and then test them together to see if they feel like 700 or we need to make tweaks.

Alternately, you could just do some quick sanity testing with Mikey (the 14+ to 12+ and Combat Flip probably are enough to justify the need for that) and then quickly move him to art so he's ready already when the others come down the pike.

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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.

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  #6  
Old January 24th, 2023, 09:54 PM
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Re: Michelangelo

Made the updates y'all suggested. Thanks!
Quote:
Originally Posted by IAmBatman View Post
Looking good! I think what might make sense here is to get all four Turtles rolling, get so we're largely comfortable with their wording and abilities, and then test them together to see if they feel like 700 or we need to make tweaks.

Alternately, you could just do some quick sanity testing with Mikey (the 14+ to 12+ and Combat Flip probably are enough to justify the need for that) and then quickly move him to art so he's ready already when the others come down the pike.
Yeah, my thinking was that we'll get the most value out of testing all 4 of them at once? If our goal is to make them hit a round total as a group, I think we'll be able to play the group and say "Hey, Raph is coming in really strong compared to the others, maybe he takes 10 points from Donnie" or whatever. Vs. testing Mikey, determining his value, adjusting him later, etc.
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  #7  
Old January 24th, 2023, 10:05 PM
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Re: Michelangelo

Works for me. I'd just wait until you feel set on the wording and concepts of the abilities for each, then, and then start the next one until we have all four ready to test.

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.

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  #8  
Old January 24th, 2023, 11:19 PM
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Re: Michelangelo

Sounds like a solid plan to me as well.
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  #9  
Old January 24th, 2023, 11:28 PM
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Re: Michelangelo

Quote:
Originally Posted by IAmBatman View Post
Works for me. I'd just wait until you feel set on the wording and concepts of the abilities for each, then, and then start the next one until we have all four ready to test.
This is my vote. I don't want to send something to art that we know is going to get more testing in the group soon. I think it's fine running these guys basically overlapping. Get one comfortably worded and hit the next.

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.
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  #10  
Old January 25th, 2023, 01:31 AM
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Re: Michelangelo

Should combat flip only trigger when defending against enemy attacks? Like don't really know if that's worth pursing in 1.0 since that one Spider-Man is already out, but for 2.0 might be worth changing.

Like Turtles and Power Rangers don't especially have a reason to be paired with dudes who can roll 1 attack a bunch or whatnot.


Also man, giving Turtles Combat Flips naturally is going to make designing the Turtles as Power Rangers harder to stand out. Cowabummer


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  #11  
Old January 25th, 2023, 08:24 AM
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Re: Michelangelo

I’d be into restricting it to like “or attacks or defends against an enemy” to close friendly fire exploits, yeah.

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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.

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  #12  
Old January 25th, 2023, 01:23 PM
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Re: Michelangelo

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