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New 52 And DC Rebirth Workshop

I missed one


Spoiler Alert!
 
Might wanna spoiler the screengrabs, Alex - we usually try to keep the language pretty clean around here.
 
Thanks!

Yeah it was a direct rip of the text. Makes sense about wanting to avoid that when it comes to some of the more unique named powers out there.

Oddly enough I looked at Daimon Hellstrom and Kristoff von Doom when working on the power. Somehow still didn't process the Hellfire Spell name thing.

Since his range is for his Hellfire powers, I could actually see dropping his range to one (and dropping the points as well, to encourage spell buying).

Sounds like a cool direction to me.
 
Maybe a little something more like this? Riffing off of one of the things tossed around for Constantine that ties him into Dark Universe stuff a bit:

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NAME = BRIMSTONE
SECRET IDENTITY = JOSEPH CHAMBERLAIN
SPECIES = DEMON
UNIQUENESS = UNIQUE HERO
CLASS = CREATURE
PERSONALITY = VENGEFUL

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = 190

CREATURE OF HELLFIRE

Brimstone may cast Hellfire Spells as if he had the Magical Defense special power. While Brimstone is casting a Hellfire Spell, whenever a special power on an Army Card or glyph refers to the Magical Defense special power, it refers to this special power as well.

EVERYTHING BURNS
Before taking a turn with Brimstone, you must roll 1 unblockable attack die against all figures adjacent to him.

MAGIC RESILIENCE
When Brimstone rolls defense dice against an attack from an opponent's figure that has the Magical Defense special power, if at least one blank is rolled the most wounds Brimstone can take for this attack is one.

SUPER STRENGTH
 
Spoilered for bad language

Spoiler Alert!
Okay, here's my counter-arguments and thoughts.

Spoilers because I apparently wrote a whole essay about this.
Spoiler Alert!
Ultimately, if nothing else, the story is worth it to me just for the examination of the Joker/Harley relationship. That's the part that I'll always remember most, a really tragic tale of what could've been.

I'll pick up the sequel cause I've always thought Azrael is a compelling character, but I'm not 100% sold there really needs to be a sequel. It does feel like a bit of a cash grab.
 
The main thing with Duke was it was just like, it wasn't, yknow
Duke

It felt like "hey we have a black character let's just say it's Duke Thomas"

Like you could've said it was Luke Fox and it would have made about as much sense
 
The main thing with Duke was it was just like, it wasn't, yknow
Duke

It felt like "hey we have a black character let's just say it's Duke Thomas"

Like you could've said it was Luke Fox and it would have made about as much sense
I guess I just saw it more as a fun easter egg, like when they have a random character in the MCU have the name of a more obscure super-hero or something like that.

I see where you’re coming from on all of this and I think it’s pretty reasonable honestly
 
5373679-1470831176924.jpg


NAME = ARTEMIS

SPECIES = AMAZON
UNIQUENESS = UNIQUE HERO
CLASS = INTERLOPER
PERSONALITY = FIERCE

SIZE/HEIGHT = MEDIUM 5
LIFE = ?

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

POINTS = ???

TO ME, MISTRESS!

Start the game with one Mistress Marker. Once per round, before taking a turn with Artemis, you may either place the Mistress Marker on this card or remove the Mistress Marker from this card. While this card has a Mistress Marker on it, add 2 dice to Artemis' attack and subtract 2 dice from Artemis' defense and subtract 2 from Artemis' movement.

AXE THROW SPECIAL ATTACK
Range 7 Attack 5
Once per round, you may remove the Mistress Marker from this card to use Axe Throw special attack. Artemis may target any figure with this attack, even if she is engaged.

WARRIOR OF BANA-MIGHDALL

If this card does not have a Mistress Marker on it, whenever Artemis rolls a skull against a figure leaving engagement with her, that figure may not leave the engagement with Artemis this turn. If this card has a Mistress Marker on it, Artemis rolls two unblockable attack dice against figures leaving engagement with her.

SUPER STRENGTH
 
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Probably because I don't know the character, but what's the theme of the Mistress Marker? I thought to start with she's be picking out a Mistress at the start of the game and synergising with her. Is... Mistress her axe?
 
Mistress is the name of her axe, yes.
I'd suggest making that clear in the text so that people like me who don't know her character can still understand her, but simply making the image of the Mistress Marker an axe should probably solve those difficulties.

Looking pretty good. :up:
 
Just a clarification of intent - when figures leave an engagement with her and she has her axe, did you intend:

1) For the unblockable attack dice mentioned in Warrior of Bana-Mighdall to be two unblockables in addition to and separate from normal LEA attacks, or,
2) For it to simply increase the number of dice rolled for leaving engagement attacks by one (which is quite a bit weaker and in which case I suggest looking to the Knights of Weston/Catman for wording).

Also, is it meant to work against figures who avoid LEAs? The intent doesn't feel entirely clear to me here.
 
Just a clarification of intent - when figures leave an engagement with her and she has her axe, did you intend:

1) For the unblockable attack dice mentioned in Warrior of Bana-Mighdall to be two unblockables in addition to and separate from normal LEA attacks, or,
2) For it to simply increase the number of dice rolled for leaving engagement attacks by one (which is quite a bit weaker and in which case I suggest looking to the Knights of Weston/Catman for wording).

Also, is it meant to work against figures who avoid LEAs? The intent doesn't feel entirely clear to me here.


it was meant to be 2)
 
2831711-2013_01_23_06_30_07___green_lantern_new_guardians_16_018.jpg


NAME = WHITE LANTERN
SECRET IDENTITY = KYLE RAYNER

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = BENEVOLENT

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 4
RANGE = 1
ATTACK = 2
DEFENSE = 2

POINTS = ???

WHITE LIFE BATTERY 3

Start the game 3 white Battery Markers on this card. Add 2 to this White Lantern's Move, Range, Attack, and Defense numbers for each Battery Marker on this card.

UNDISTILLED EMOTIONAL SPECTRUM
At the start of each round, you select one other figure on the battlefield with at least one Battery Marker on its card and roll the 20-sided die, adding 5 to the roll for each Battery Marker on White Lantern's card. If you roll 16 or higher, for the remainder of the round treat this White Lantern as if it had that card's special powers, replacing that figure's name with "White Lantern" and any references to Battery Markers with white Battery Markers.

THE WHITE LIGHT OF LIFE

When White Lantern or any figure you control within 6 clear sight spaces of White Lantern would be destroyed, you may instead remove 1 white Battery Marker from this card and remove Wound Markers from that figure's card until it has 3 or less life remaining.

SUPER STRENGTH

FLYING
 
Yeah, that's what I do now, but at the start I just copypasted everything into spoiler boxes

I'll have to go through it and either hunt down the originals or link reposts
 
884904-psycho_pirate.jpg



NAME = PSYCHO-PIRATE
SECRET IDENTITY = ROGER HAYDEN

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = I'm honestly not sure on this one. Ideas appreciated.
PERSONALITY = INSANE

SIZE/HEIGHT = MEDIUM 5

LIFE = 3/4?

MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 2

POINTS = ???

THE MEDUSA MASK

Start the game with the Glyph of Medusa Mask on this card. Psycho-Pirate cannot lose the Glyph of Medusa Mask by receiving wounds unless he is destroyed. Whenever Psycho-Pirate uses the Glyph Of Medusa Mask, add 5 to the 20-sided die roll.

MANIPULABLE MANIPULATOR
At the start of the game, choose a Destroyer Unique or Event Hero you control to be Psycho-Pirate's Master. After taking a turn with Psycho-Pirate's Master, you may take an immediate turn with Psycho-Pirate, and you may not take any additional turns with other figures you control except by Memories Of Another Multiverse.

MEMORIES OF ANOTHER MULTIVERSE

At the start of the game, you may choose any other Unique Heroes you control that would begin the game on the battlefield and instead place them on this card. You may draft multiple figures with the same Secret Identity if they begin the game on this card. After taking a turn with Psycho-Pirate, if Psycho-Pirate did not use the Glyph of Medusa Mask this turn, you may remove one of the chosen figures from this card and place it on any unoccupied space within 2 clear sight spaces of Psycho-Pirate. Take an immediate turn with that figure, during which it cannot move, and you may not take any additional turns with other figures you control.


MEDUSA MASK
(EMOTIONAL MANIPULATION)

EQUIPMENT GLYPH

When this glyph comes into play, place one red Anger Marker, one pink Love Marker, and one yellow Fear Marker on this card. Instead of attacking with this figure, you may choose a figure within 4 clear sight spaces and roll the 20-sided die. If you roll 11 or higher, place one of the markers on this card on the Army Card of the chosen figure. At the end of the round, or whenever another marker from this card is placed on the chosen figure's card, return the marker from the chosen figure's card to this card. A figure with the Anger Marker on its card adds one to its attack, subtracts two from its defense, and cannot leave engagements. When you place the Love Marker on a figure's card, choose one other figure within 4 clear sight spaces to be that figure's Desire. A figure with the Love Marker on its card cannot attack its Desire. A figure with the Fear Marker on its card adds one to its defense, subtracts two from its attack, and cannot roll for leaving engagement attacks
 
Green-Lanterns-29-DC-Comics-Rebirth-spoilers-3-e1502879097188.jpg


NAME= GREEN LANTERN
SECRET IDENTITY= SIMON BAZ

SPECIES= HUMAN
UNIQUENESS= UNIQUE HERO
CLASS=OFFICER
PERSONALITY= STUBBORN

SIZE/HEIGHT= MEDIUM 5

LIFE= 4

MOVE= 5
RANGE= 4
ATTACK= 2
DEFENSE= 2

290 POINTS

GREEN POWER BATTERY 4

Start the game with 4 green Battery Markers on this card. Add one to this Green Lantern's Move, Range, Attack, and Defense numbers for each green Battery Marker on this card.

AL SHAJAAH
After moving and before attacking with this Green Lantern, you may choose an adjacent figure and remove a Battery Marker from this card. You may remove any marker on that figure’s Army Card, or two markers if they are both Wound Markers.

EMERALD SIGHT 14

Anytime this Green Lantern or a figure you control within 3 clear sight spaces is attacked by an opponent's figure and at least 1 skull is rolled, before rolling defense dice normally, if there is at least one green Battery Marker on this card, you may roll the 20-sided die. If you roll 1-13, remove one green Battery Marker from this card. If you roll a 14 or higher, ignore that attack.

SUPER STRENGTH

FLYING
 
Godspeed.jpg


NAME = GODSPEED
SECRET IDENTITY = AUGUST HEART

SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ANTAGONIST
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 12
RANGE = 1
ATTACK = 5
DEFENSE = 4

POINTS = ???

SUPERSPEED

Godspeed may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces. After taking a turn with Godspeed, if he is the only August Heart on the board this turn, he may move up to an additional 4 spaces

SPEED FORCE CLONE

If there are any other August Heart figures on the battlefield, reduce Godspeed's attack by 1 and his movement by 3.

SPEED DODGE 4
When Godspeed defends against an attack and you roll at least one blank, Godspeed takes no damage and may immediately move up to 4 spaces.


NAME = SPEED FORCE CLONE
SECRET IDENTITY = AUGUST HEART

SPECIES = SPEED FORCE CONSTRUCT
UNIQUENESS = UNIQUE HERO
CLASS = ANTAGONIST
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 9
RANGE = 1
ATTACK = 4
DEFENSE = 4

POINTS = ???

SUPERSPEED

Speed Force Clone may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces.

DIVIDED SPEED FORCE
This figure may not start the game on the battlefield. This figure may not be placed on the battlefield if there is no other August Heart figure on the battlefield. This figure may be placed on the battlefield even if it has been destroyed. When this figure is placed on the battlefield, remove all wound markers on this card. At the end of each round, roll the 20-sided die. If you roll an 8 or lower, all August Heart figures on the battlefield take one wound.

CO-ORDINATED ASSAULT
After revealing an Order Marker on the Army Card of a Godspeed you control and taking a turn with that figure, you may take an immediate turn with Speed Force Clone, and you may not take any additional turns with other figures you control. If this figure attacks a figure engaged with Godspeed, add 1 to its attack.

SPEED DODGE 4
When Speed Force Clone defends against an attack and you roll at least one blank, Speed Force Clone takes no damage and may immediately move up to 4 spaces.
 
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