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Help With Wurdz


Well met!

Interesting. You might want to give her Disengage as a third power, which would resolve part of the rules issues here, and it would serve her in a thematic way even after she's not "Undercover" anymore.

That would leave this:

Undercover
Paige Murdock may not be targeted for any normal or special attack until after she has attacked an opponent's figure.

This language still leaves her vulnerable to explosion attacks, but that's ok.

It's an interesting power. It makes her incredibly powerful as a glyph grabber, right? Don't attack with her, park her on a glyph. Done. The glyph is yours.

Would that even be legal? And what would she cost? Maybe write it as a as a glyph grabber, 20-sider power. If on a Glyph, roll the 20-sided die at the beginning of each Round. On a roll of ??, Paige Murdock is no longer Undercover.

P.S.: Need help with this one too. The power will be obvious . . .

life-sever_render.jpg


Ueshi
General: Einar
???, Unique Hero, Monk, Disciplined, Medium 5
Life 5, Move 6, Range 1, Attack 4, Defense 4

Blunt Force Trauma
If Ueshi attacks a small or medium figure and at least 1 skull is rolled, before defense dice are rolled, roll the 20-sided die. If you roll 1-10, nothing happens. If you roll 11-19, the defending figure receives a wound. If you roll a 20, the defending figure receives a wound, and loses an Order Marker.

Counterstrike
When rolling defense dice against a normal attack from an adjacent figure, all excess shields count as unblockable hits on the attacking figure.

Points: ???


I wonder if I could make him a Rogue? But if I could do that, I might as well make him a greedy Pirate. And what Race?

Yokubukai Ueshi
General: Vydar
Blue Orc?, Unique Hero, Pirate, Loyal, Medium 5
Life 5, Move 6, Range 1, Attack 4, Defense 4

Blunt Force Trauma
If Yokubukai Ueshi attacks a small or medium figure and at least 1 skull is rolled, before defense dice are rolled, roll the 20-sided die. If you roll 1-10, nothing happens. If you roll 11-19, the defending figure receives a wound. If you roll a 20, the defending figure receives a wound, and loses an Order Marker.

Counterstrike
When rolling defense dice against a normal attack from an adjacent figure, all excess shields count as unblockable hits on the attacking figure.

Points: ???



 
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Well met!

For Paige Murdock:

Undercover
Paige Murdock may not be targeted for any normal or special attack until after she has attacked an opponent's figure or when she moves onto a Glyph.

Disengage
Paige Murdock is never attacked when leaving an engagement.


Also need wurdz check for this:

Captain Kagato
General: Utgar
Human, Unique Hero, Captain, Merciless, Medium 5
Life 5, Move 5, Range 2, Attack 4, Defense 4

First Mate
At the start of the game, choose a Small or Medium Unique Hero you control to be Captain Kagato's First Mate. After revealing Order Marker 1 on this Army Card, before taking Captain Kagato's turn, you may first take a turn with Captain Kagato's First Mate. Any Special Power on the First Mate's Army Card that would take a turn with a different Army Card cannot be used this turn. Any Unique Hero taking a turn as Captain Kagato's First Mate must be within 8 clear sight spaces of Captain Kagato.

Flail Sweep Special Attack
Range 2 + Special, Attack 4.
Choose a figure within 2 spaces of Captain Kagato to attack. You may choose a figure within 2 spaces of both Captain Kagato and the chosen figure to also be affected by Flail Sweep Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

One Shield Defense
When rolling defense dice, if Captain Kagato rolls at least one shield, the most wounds Captain Kagato can take for this attack is one.

Points: ???


P.S.: And this . . .

daiyu-tseng_render.jpg

Kiharu
General: Einar
Human, Unique Hero, Geisha, Disciplined, Medium 5
Life 4, Move 5, Range 1, Attack 2, Defense 2

Hīringu Uta
After moving and before attacking, roll the 20-sided die for each friendly wounded hero within 4 spaces of Kiharu. On a roll of 11 or higher, remove one wound. Kiharu may heal herself with Hīringu Uta.

Kebari Special Attack
Range 3, Attack 1
When Kiharu attacks with Kebari Special Attack, she may attack one additional time. Small and medium figures may not roll defense dice when attacked by Kebari Special Attack.

Shamisen Defense
Kiharu rolls 2 additional defense dice and friendly small and medium figures adjacent to Kiharu roll 1 additional defense die against non-adjacent attacks.

Points ???


 
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Paige can also be used as a roadblock on a map with tight pathing. I love the idea of "Undercover" but I am concerned that, as designed, it is more of an offensive weapon than a defensive one. If you want me to edit this version anyway, I will.

As far as the others go, one at a time, please. Where would you like me to start?
 

Well met!

Paige can also be used as a roadblock on a map with tight pathing. I love the idea of "Undercover" but I am concerned that, as designed, it is more of an offensive weapon than a defensive one. If you want me to edit this version anyway, I will.

As far as the others go, one at a time, please. Where would you like me to start?

Edit away! As for the others, Flail Sweep need 2 + Special or just 2 Range? Could easily replace it with Blunt Force Trauma. Is Kebari (hair pins) OK? Make it Range 4? Is Blunt Force Trauma too strong?

Blunt Force Trauma
If Ueshi attacks a small or medium figure and at least 1 skull is rolled, before defense dice are rolled, roll the 20-sided die. If you roll 1-10, nothing happens. If you roll 11-19, the defending figure receives a wound. If you roll a 20, the defending figure receives a wound, and loses an Order Marker.

life-sever_render.jpg

What Race?

P.S,: I gave Captain Xuè's flintlock pistols a Range of 4. In general, what would the proper range be for flintlock pistols?

 
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P.S,: I gave Captain Xuè's flintlock pistols a Range of 4. In general, what would the proper range be for flintlock pistols?

Looking at the Age of Annihilation cards for reference, both the Exiles of the Sundered Sea and Fia Bonny have a range of 5 for Black Powder Pistols, and Killian Vane III has a range of 4 for his Blunderbuss Special Attack.

EXILES_OF_THE_SUNDERED_SEA.png


KILLIAN_VANE_III.png
 

Well met!

P.S,: I gave Captain Xuè's flintlock pistols a Range of 4. In general, what would the proper range be for flintlock pistols?

Looking at the Age of Annihilation cards for reference, both the Exiles of the Sundered Sea and Fia Bonny have a range of 5 for Black Powder Pistols, and Killian Vane III has a range of 4 for his Blunderbuss Special Attack.

EXILES_OF_THE_SUNDERED_SEA.png


KILLIAN_VANE_III.png

Thanks for that! Black Powder sounds like the way to go.

 

Well met!

This latest design, like Kha, is simple and elegant, and will be the next to be tested. Are the wurdz OK?

shadow-rogue-pre.jpg

La Nubarrón
General: Einar
Human, Unique Hero, Pirate, Reckless, Medium 5
Life 5, Move 6, Range 1, Attack 3, Defense 3

Destreza Special Attack
Range 1, Attack 3
When La Nubarrón attacks an adjacent figure and the number of skulls rolled is exactly equal to the number of shields rolled by the defending figure, the defending figure receives a wound.

Destreza Riposte
When La Nubarró is attacked by an adjacent figure and the number of shields rolled is exactly equal to the number of skulls rolled by the attacking figure, the attacking figure receives a wound.

Disengage
La Nubarrón is never attacked when leaving an engagement.

Points: 80

Lots of these minis are available (33 at RPG Locker alone).

 
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echani_handmaiden_thumb.jpg

NAME = PAIGE MURDOCK
GENERAL = VYDAR
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = AGENT
PERSONALITY = TRICKY
SIZE/HEIGHT = MEDIUM 5

5 LIFE
6 MOVE
7 RANGE
3 ATTACK
3 DEFENSE
??? POINTS

Double Attack
When Paige Murdock attacks, she may attack one additional time.

Undercover
Paige Murdock may not be targeted for any attack, including engagement attacks, or for any Special Power, by an opponent's figure, until after she has attacked an opponent's figure.


Need Help With Wurdz for Undercover.

I've already suggested adding Disengage, to take care of the "may not be targed" with "engagement attacks" problem, insofar as there is no actual "targeting" going on with engagement attacks.

I don't think there's any salvaging this mechanic for the purposes of the SoV. Partly, it's the invincibility, but also partly it's just the complications from what you're trying to do.

UNDERCOVER
Paige Murdock may not be targeted for any normal or special attack until after she has attacked an opponent's figure.

I left special powers off the list. That makes it too weird both mechanically and thematically, because many special powers (Acid Breath; Flail Hurricane, etc.) permit or even require rolling against friendlies. So they could or must be targeting her anyway with those special powers.

Add Disengage and done. Taken together, this is not my endorsement for this as a suitable candidate for the SoV. That's not the purpose of this thread. I just want to work with people to clean up language to something that they like for their own designs.

I'm not answering other questions in this post. I'll take your questions one at a time, please.

That said, "Blunt Force Trauma" is an awful name for a power. It does not evoke fantasy combat. It evokes a medical examiner's testimony about the manner of death. Yuck.
 

Well met!

My bad! You meant I should post questions one at a time. OK.

DESTREZA
When La Nubarrón attacks an adjacent figure and the number of skulls rolled is exactly equal to the number of shields rolled by the defending figure, add one skull to your roll. When rolling defense dice against a normal attack from an adjacent figure, if the number of shields rolled is exactly one less than the number of skulls rolled by the attacking figure, add one shield to your roll.

 
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Hmm. I know this isn't a workshopping thread, but what do those mechanics have to do with superior fencing technique? I'm not seeing it. Very fiddly calculations without a thematic reason for doing so.

Are you sure?
 

Well met!

Hmm. I know this isn't a workshopping thread, but what do those mechanics have to do with superior fencing technique? I'm not seeing it. Very fiddly calculations without a thematic reason for doing so.

Are you sure?

Dual wielding improves both offense and defense, which this Special Power does. To me it's very thematic. To some, those "fiddly calculations" are intriguing - and unique. They're looking forward to seeing how La Nubarrón plays.

Otherwise, you're telling me the wurdz are OK?

 
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I think it's clear enough.

It does produce an odd thematic interaction in which you get to deal damage even when you don't roll any skulls, which I am sure would be frustrating for the defending player. But that is the design you want, and beyond the purpose of this thread.
 

Well met!
I think it's clear enough.

It does produce an odd thematic interaction in which you get to deal damage even when you don't roll any skulls, which I am sure would be frustrating for the defending player. But that is the design you want, and beyond the purpose of this thread.
No more frustrating than any other power or attack that positively enhanced an attack beyond normal.

From a friend: "La Nubarron looks really intriguing! I really love the idea of special powers that work when she and her opponent roll equal skull and shields; it's an interesting design space that basically hasn't been explored at all, and a figure that leans into that would be at the very least intriguing to play around with."

This was about the previous incarnation where equal rolls of skulls/shields did not affect the roll, but inflicted one wound in case of equality. I recently decided that it didn't quite fit my theme. It's a subtle difference, but a real one. It's undoubtedly purely subjective on my part. Anyways, I have a gut feeling La Nubarron will be very fun to play, and an asset to the game. I think a lot more folks will like her than not. She's simple, elegant, and unique, and I'm quite proud of her. We'll see what happens after the test when it'll be clear she plays as delightfully as I expect, and I post her in the Pre-SoV Workshop.

 
Ah, the pre-SoV thread, again.

In that case, there may also be an issue with forcing a defender to roll defense dice when you've rolled no skulls. As I recall, rolling defense dice at that point is optional (see Izumi Samurai), but it might not be mandatory. What if the defender rolls no dice? Does a defender have to? I confess I don't remember, but the answer might matter to this design.
 

Well met!

Ah, the pre-SoV thread, again.

In that case, there may also be an issue with forcing a defender to roll defense dice when you've rolled no skulls. As I recall, rolling defense dice at that point is optional (see Izumi Samurai), but it might not be mandatory. What if the defender rolls no dice? Does a defender have to? I confess I don't remember, but the answer might matter to this design.

Don't you like SoV?

I don't see anything like you describe in Izumi Samurai Book. If this is a real issue, I'm sure the friendly folks at SoV will advise a solution.

P.S.: If you think this is "fiddly," wait until you see the variation on a theme where our hero removes a wound marker, Energy Transfer perhaps?

 
I love the SoV, Kolakoski. It just makes it a somewhat different review, from my perspective.

As you say, and as I have said, the challenges you may encounter there are different from what I am attempting to address.
 

Well met!

To paraphrase Robin Williams in some movie:

"That the powerful play goes on - and you may contribute a verse."

Creating units for SoV is like singing. It's an artistic endeavor. The choice of genre is subjective, personal. A sophisticated audience is desirable. Whatever their long range goals, what they consider themselves sated with, etc., I have found them to have reasons for what they do/say. When I have a truly good concept, I believe SoV will help me develop an appropriate context for it within its auspices. Kha is forever.

 
I hadn’t seen the base stats. Given the powers on the card, they are both too high by at least one. I would consider attack 2 and defense 3, and price from there. The more dice you’re rolling, the less often you’ll trigger the special powers. And the more unreasonable the theme of the boosts.

Also, the mini doesn’t support 4 defense, and doesn’t support 4 attack with an attack boost power.

Up to you.
 

Well met!

I hadn’t seen the base stats. Given the powers on the card, they are both too high by at least one. I would consider attack 2 and defense 3, and price from there. The more dice you’re rolling, the less often you’ll trigger the special powers. And the more unreasonable the theme of the boosts.

Also, the mini doesn’t support 4 defense, and doesn’t support 4 attack with an attack boost power.

Up to you.
Size is not everything. Superior skill and training count also. The boosts are designed to be infrequent. Without reasonably high stats, a purely melee figure isn't survivable in general. Compare to Moriko. However, I am open to both attack/defense of 3 and/or raising the cost. We'll see how she tests . . .

 

Well met!

After all the sturm und drang over him, I'm taking another shot at this . . .

EL NUBARRON
General: Einar
Human, Unique Hero, Rogue, Tricky, Medium 5
Life 5, Move 6, Range 1, Attack 3, Defense 3

BRIGAND DISTRACTION
If El Nubarron is activated with Rogue Hero Bonding, opponents' figures roll 1 less defense die against El Nubarron's normal and special attacks.

DESTREZA BALESTRA SPECIAL ATTACK
Range 2, Attack 3
If the defending figure is 2 spaces distant, Destreza Balestra Special Attack may also affect any one figure adjacent to both El Nubarrón and the defending figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

SHADOW SMOKE
After taking a turn with El Nubarron, you may roll the 20-sided die. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, El Nubarron, and all figures you control that are adjacent to El Nubarron, while they remain on those spaces, no longer have any visible hit zones until they take their next turns.

POINTS: 105

 
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Every one of these powers requires bookkeeping and counting things and/or remembering things. Please let me know after you've playtested this design if you want me to look at it in this form.

Thanks!
 

Well met!

For the next testing.

EL NUBARRON
General: Einar
Human, Unique Hero, Rogue, Tricky, Medium 5
Life 5, Move 6, Range 1, Attack 3, Defense 3

BRIGAND DISTRACTION
If El Nubarron is activated with Rogue Hero Bonding, opponents' figures roll 1 less defense die against El Nubarron's normal and special attacks.

DESTREZA BALESTRA SPECIAL ATTACK
Range 2, Attack 3
If the defending figure is 2 spaces distant, its base must be no more than 3 levels above El Nubarrón's height or 3 levels below El Nubarrón;s base. Destreza Balestra Special Attack may also affect any one figure adjacent to both El Nubarrón and the defending figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

DESTREZA ENGAGEMENT STRIKE 12
If an opponent's small or medium figure moves adjacent to El Nubarrón, roll the 20-sided die. If you roll a 12 or higher, the opponent's figure receives a wound. Figures may be targeted only as they move into engagement with El Nubarrón.

POINTS: 105

 
I don't understand what you're showing me. It's still three powers, each demanding bookkeeping. If that's what you want, fine, but please playtest it a time or two before you're sure those are the powers that you want. I have some concern that I'm getting the roughest of rough drafts, one after the other, and it would be a better use of my time to evaluate the choices that you really want to make.

Thanks!
 
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