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C3G Modern Cosmic Marvel Workshop

Cool. And thanks. :) I just wanted to make sure you didn't get confused and lose control over something you wanted to retain control over.
 
Very cool YK.

Off to a good start, it looks like.
I remember a cosmic Ghost Rider from back in the day with a space motorcycle. I might have to take a shot at him sometime.
Bio
Spoiler Alert!

Images
Spoiler Alert!
 
NAME = Spirit of Vengeance

SECRET IDENTITY = Wileaydus Autolycus

SPECIES = Demon
UNIQUENESS = Unique Hero
CLASS = Spirit
PERSONALITY = Zealot

SIZE/HEIGHT = Medium 5

LIFE = 7

MOVE = 5
RANGE = 1
ATTACK = 6
DEFENSE = 7

POINTS = 380?

DEATH-CYCLE
After revealing an order marker on this card and instead of taking a turn with this figure you may reveal an X order marker on this card to activate Death Cycle. If there is a revealed X Order Marker on this card then Spirit of Vengeance is considered to be size Large and has the special power of Flying. If this figure uses Flying for its entire move then it may move 4 additional spaces.

FIRES OF KAURI
Once per round Spirit of Vengeance may use Fires of Kauri. While using this special power, add one to the Range listed on this card if the target is no more than 5 levels higher or lower then this figure's base. If the target is an Unique Hero and receives one or more wounds from Fires of Kauri, you may remove one order marker at random from the target's card. If the target is destroyed, you may choose an adjacent figure to receive an automatic wound.

WRIST SPIKES SPECIAL ATTACK

Range 3. Attack 2.
Figures without Superstrength roll one fewer die when defending against this special attack. When attacking with Wrist Spikes Special Attack , Spirit of Vengeance may attack up to four times.
 
Not really understanding how you want Fires of Kauri to work. As worded, it would most likely work better as a soecial attack unless of course you worded it something like this:

FIRES OF KAURI
Once per round, before making a normal attack, you may choose a figure within 2 clear sight spaces of Spirit of Vengance. If the chosen figure's base is not higher or lower than this figure's base, you may add one to this figure's range value for the duration of the turn. If the chosen figure is an Unique Hero and receives one or more wounds this turn, you may remove an Order Marker at random from the chosen figure's card. If the chosen figure was destroyed, you may choose an adjacent figure to receive an unblockable wound.

Also, I would reword Death-Cycle like so:

DEATH-CYCLE
After revealing an Order Marker on this card and instead of taking a turn with Spirit of Vengance, you may reveal an X Order Marker on this card. If there is a revealed X Order Narker on this card this figure receives the Flying special power and is considered Large regardless of what is listed on its card. If this figure uses the Flying special power for its entire move you may move 4 additional spaces.
 
Thanks Karat. I would like to keep it as a normal attack so he gets high ground bonus. I knew the text was going to need some work. Thanks again.

In the comics he is able to project the fire but does so sparingly but with devastating affect.

I guess he joins the Galactic Guardians for awhile so perhaps a tweak will be needed somewhere to allow synergy with that group.
 
Interesting stuff. I have not come across the space faring Ghostrider but he sounds cool to me. Who all has he gone up against and defeated or lost too so I can get an idea of his power level?
 
He impaled Starhawk(who is referenced as in a weakened state) with his Death-Cycle completely neutralizing Hawk.

They then train their space ship weapons on SoV when Vance Astro says "If that's what I think it is, then all the weapons on this ship are not going to even phase it".

They blast him and destroy his ride but he simply reforms it.
Replica and the Spirit of Vengeance do not get along and a battle breaks out. He completely ignores all the attacks from the Guardians and floors Charlie 27 with a punch.
Replica turns into a giant T-Rex and grabs SoV with one tiny arm?(pretty weird).
They then realize they have the same enemy and part ways. Later SoV incinerates two minions of the Black Knight with Hellfire. Firelord hits him pretty hard when they meet but it barely phases SoV. Grott the Man-Slayer levels SoV with a backhand but he recovers quickly.
The Guardians with Hollywood and SoV take on Korvac and eventually release Phoenix who destroys Korvac.

I think this version of GR appeared in around 18-24 comics.
All in all he appears to be on about the same level as the normal GR.

"The Spirit of Vengeance has joined with several other powerful beings including Martinex, Hollywood (formerly this era's Wonder Man), Replica, Phoenix IX, Mainframe (formerly this era's Vision) and Firelord to form the Galactic Guardians. The Galactic Guardians have fought Korvac and his Intimidators, Bubonicus and Ubiquitor and her Emissaries. The Galactic Guardians, the Guardians of the Galaxy, Krugarr (this era's Sorceror Supreme) and this era's Ancient One (formerly this era’s Dr. Strange) all joined together to battle Dormammu."
 
With most of the Guardians taken, lets take a look at some of their foes. The Universal Church of Truth has been a thorn in their side and we have 2 minis to work with.

A generic Cardinal of the UCT:

374023.jpg


Plus the named Cardinal Raker:

374036.jpg


The UCT also has foot soldiers called the Black Knights, but no minis for them. All the Black Knight minis are different Earth heroes or villains.

I could use some input on just where everyone sees their power level. Here are some early ideas for both minis.

NAME = CARDINAL RAKER
SECRET IDENTITY = NONE
SPECIES = UNKNOWN
UNIQUENESS = UNIQUE HERO
CLASS = CARDINAL
PERSONALITY = FAITHFUL
SIZE/HEIGHT = MEDIUM 6

LIFE = 5
MOVE = 5
RANGE = 4
ATTACK = 5
DEFENSE = 5
POINTS = ?

"I BELIEVE!"
Any time a D20 is rolled for Cardinal Raker or any figure within 4 clear spaces of Cardinal Raker, whoever controls Cardinal Raker may add or subtract 2 from that roll.

BELIEF BATTERY 4
Start the game with 4 Belief Batteries on this card. When Cardinal Raker rolls attack or defense dice, if Cardinal Raker rolls one or more blanks you may remove 1 Belief Battery from this card for each blank rolled. If you do so, add 2 skulls or 2 shields to your roll for each Belief Battery removed in this way.

FLYING

NAME = UNIVERSAL CHURCH OF TRUTH CARDINAL
SECRET IDENTITY = NONE
SPECIES = UNKNOWN
UNIQUENESS = UNCOMMON HERO
CLASS = CARDINAL
PERSONALITY = FAITHFUL
SIZE/HEIGHT = MEDIUM 6

LIFE = 3
MOVE = 5
RANGE = 4
ATTACK = 4
DEFENSE = 4
POINTS = ?

FLOCK OF THE FAITHFUL
After revealing an Order Marker on this card and taking a turn with this UCT Cardinal, you may immediately take a turn with any other Faithful Hero you control within 8 spaces of this UCT Cardinal.

BELIEF BATTERY 2
Start the game with 2 Belief Batteries on this card. When this UCT Cardinal rolls attack or defense dice, if this UCT Cardinal rolls one or more blanks you may remove 1 Belief Battery from this card for each blank rolled. If you do so, add 2 skulls or 2 shields to your roll for each Belief Battery removed in this way.

FLYING
 
I wondered what that mini was for. I was looking to use it for Terminator of Torquemada someday. I was going to hack the business end off that weapon and leave it as a more standard looking mace.

Your designs look good YK. You better Belief it. :)
 
Was thinking about working on this a bit more. Which one of these guys would you most like to see a design for?

Guardians of the Galaxy
Bug
Jack Flag
Major Victory
Adam Warlock

Ex-Heralds of Galactus
Firelord
Morg the Executioner

I own minis for each of these figures and would be happy to work towards getting a card for any of them.
 
Well, I currently have a write-up for Adam Warlock, though it requires something from the inner sanctum at this point :lol:, that I really like, and tickle has an old one I know.
 
Any thoughts on this question, johnny? I trust johnny for all things Cosmic Marvel. :-D
 
Adam Warlock and Major Victory would likely be parts of larger factions, but Bug and Jack Flag would both help with my future development of the GotG.

And more Heralds would always be welcome, no plans at all for those. :up: I have some ideas for all of them, though.
 
My knowledge and familiarity of the Bug character starts during the Annihilation war when he gets recruited out of a jail cell to join a suicide special ops squad. The mini I have for him has him wearing the GotG uniform as well. So most of my thoughts on the card will reflect the later years of his character. I did do some research into his prior history as part of the micronauts story arc though and will try to incorporate some of that where I can.

So here are my early thoughts on Bug, let me know what will or won't work with your greater GotG team ideas Johnny. Anyone else that knows the character please chime in as well.

Class: He is described in the Marvel Database as an adventurer and thief. He was trained under a Master Thief during the rein of a tyrant and eventually became the leader of some rebels. After victory is achieved, he leaves the micro-verse to go on other adventures and teams up the the F4. Much later on he ends up joining the GotG but was not a founding member. So the class options are Thief, Adventurer, Rebel, & Guardian. I prefer Adventurer as it would let him team up the the F4 and thus he would fit in with two different teams (GotG & F4). Thief is an interesting option as their are a ton of Thief cards already so it is only a matter of time before someone comes along with some thief synergy. I never saw him use his thief skills at all in the comics I read though. Rebel really only works if you are going for an early version and guardian is an option if all the GotG are tagged that way for some type of synergy. I think I'd rather see Gamora an Assassin & Drax a Destroyer though.

Personality: He is a big flirt and always hitting on any women that are close by so I thought we could do something with that here. What do you think of Casanova? Flirtatious?

Special Powers: I've come up with 3 powers that I think would work well for him.

1. Under his list of powers you find: Has exceptional agility, extraordinary sight, with enhanced peripheral vision gained by wearing his helmet. His antennae provide heightened sensory awareness with a limited degree of danger sense. All this adds up to Defensive Agility in my mind, which would make him a good melee fighter.

2. As part of the GotG he is not one of the heavy hitters. You usually see him taking on the swarms of foot soldiers while other members of the team go after the head bad guy. So I thought he should have some type of double attack for taking down swarms in C3G. I kind of want to only see him using the double attack in melee fights though, rather then having him a double ranged attacker as he seems to use the ranged component of his weapon sparingly.

3. As mentioned earlier he is a big flirt and always chasing women so I thought it would be cool to have a power that plays on that by having him fall to the power of pheromone seduction easier. Maybe add 2 or 3 to the role when it is used on him. Ivy has the power now and I saw in the Public Design thread a succubus that would also have the power so it would be a small negative power that gives him some theme goodness.

Combat Stats: Here I'm not sure exactly where he should fall in a few spots.

Life
could be 4 or 5 depending on how durable you want him to be and where you want his final point total to come in at.
Move could be 5 or 6, it seemed like he was always hopping into action rather quickly but I don't know if that is enough to bump him up to 6 or not. With the Defensive Agility power, I know he would like to get into combat quicker.
Range will be more that one because his weapon is a rocket lance, which can fire varying intensities of energy, and can return to his hand if thrown, so I'm thinking 4 to match up with Daredevils thrown batons.
Attack I'm pretty sure it should be 4. When paired up the the double attack power he should be a threat to low to medium level figures & squads while keeping the more powerful units still relatively safe.
Defense I'm wavering between 4 & 5 here. The defensive agility paired up the at least 4 dice will make him difficult to hurt in melee combat, so most people will try to shoot him down. 5 would give him a better chance at surviving lots of bullets if we go with only 4 life but might make him too good in melee.

Points: Not sure where you see him falling in terms of the larger team dynamic. Since the F4 all end in a 5, might want to have him end with a 5 as well to be a better fit there. Then when you make the rest of the GotG, you could have a bunch of them (Groot & Rocket?) end in a 5 as well to keep those guys kind of easy to draft together.
 
Personally, I'd give him Stealth Leap - I remember him hopping around a lot? - or at least Expert Climbing since he's a bug and all.

I think that, Defensive Agility, and Double Assault would fit him well, along with the stats you mentioned... I'd probably go low Life and Defense and keep him cheap. We could also go with Chitinous Armor off of Annihilus to make him REALLY obnoxious on Defense.

I like the womanizing weakness but I think advanced movement is more important to him mechanically.
 
The data base says he can stick to walls so I did consider some type of climbing power briefly but then moved on to other ideas. I could get on board with Expert Climbing & 5 movement, then he can hop over small stuff pretty easily and engage into melee combat quicker, where he should excel.
 
Here is what I have for Bug right now:

NAME = BUG
SECRET IDENTITY = NONE
SPECIES = INSECTIVORID
UNIQUENESS = UNIQUE HERO
CLASS = ADVENTURER
PERSONALITY = CASANOVA
SIZE/HEIGHT = MEDIUM 5

LIFE = 4
MOVE = 5
RANGE = 4
ATTACK = 4
DEFENSE = 5
POINTS = ?

EXPERT CLIMBING
When counting spaces for Bugs' movement, elevation changes of up to 2 levels count as one space. You may ignore Bugs' height of 5 when climbing.

TIRELESS ASSAULT
After Bug attacks an adjacent figure with a normal attack, you may move Bug one additional space and attack one additional time.

COMBAT REFLEXES
When Bug rolls defense dice against a normal attack from an adjacent figure, one shield will block all damage. After rolling defense dice against any attack, you may immediately move Bug one space up to 6 levels up or down.

I ended up bumping his defense up to 5 after thinking about all the ranged and special attacks out there that will bypass defensive agility. he is a survivor that has taken on some incredible odds as a GotG so he should have a little better survivability then just 4 def/4 life. The Double Assault power will only kick in if he starts out with a melee attack but then if he destroys that target he can take a step and attack another figure adj. figure or throw his weapon for the second attack. Makes him a free flowing attacker when in the midst of a horde.
 
For Defensive Agility, I feel like there should be some sort of movement involved there.
 
For Defensive Agility, I feel like there should be some sort of movement involved there.

It is a power first used in Classic, so I copied it from there. If we tweak it at all, then it also needs to be renamed.
 
Double Assault is also a Classic power - it's essentially "melee Double Attack." Your approach is fine, though, it'll just need another name.

Not completely sold on the personality yet, I like the direction but it feels "off." Can't think of a good alternative now. There may be some light synergy associated with the "Guardian" class, so up to you if you think he should have it.
 
Double Assault is also a Classic power - it's essentially "melee Double Attack." Your approach is fine, though, it'll just need another name.

Not completely sold on the personality yet, I like the direction but it feels "off." Can't think of a good alternative now. There may be some light synergy associated with the "Guardian" class, so up to you if you think he should have it.

If that is not set in stone I'll once again advocate against putting too much if any stock in making all the GotG have the Guardian class. The GotG were always a bit of a rag tag group of established individuals, even Ronin the Accuser later joins up for a while. Gamora should remain an Assassin IMO and get all the synergy that already provides in the game. We already have a Destroyer class, so that is a great fit for Drax. Mantis, Moondragon, & Cosmos should all be Telepath's able to be worked into other Telepath army builds. Nova would be a great Lawman and if you go back far enough Rocket Raccoon started out as a Lawman on Halfworld. I know class is the easiest way to tie together a group dynamic, but for this group I think having each figure remain flexible in the greater C3G landscape would be more important IMO.

Anyways back on topic. I'll come up with a different name for the Double Assault power, I don't recall what card that was on in Classic I just thought they used Double Attack only (Iron Man & Purple Kyrie). On the Defensive Agility, I'm okay with having him move as well but I don't want to see it get as powerful as Acrobatic Maneuver.
 
I went ahead and made a couple of changes to the post above. Renamed the double assault power, Tireless Assault. Not sure how much I like it but it works for now. For the Defensive Agility (renamed Combat Reflexes), I added the one space movement power vs. all attacks and allowed him to move up or down 6 levels like Robin & HQ do. The up and down incorporates his 'hopping around' while the vs. any attack accounts for his 'limited degree of danger sense' to show that he is always trying to move/hop out of the way even if he is not successful at avoiding damage (special attacks/ranged attacks/not rolling a shield vs. melee). Between expert climbing, him moving one space after making an adj. attack, and moving 1 space after being attacked he should be hopping around the board quite nicely. Just not sure if he should have disengage for these special moves or not. What do you guys think?
 
What about calling it Acrobatic Assault? As it is movement tied in with attacking.
 
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