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Nobody's Public Wheelhouse

MrNobody

Just A Head
Figured I should probably start one of these up instead of hogging the PDW, now that it's found new life. Probably will just throw designs out here that aren't immediate priorities, just cause I like discussing write-ups with y'all!

MARVEL DESIGNS
NFL Superpro
U.S. Agent (Done!)
Maestro
Green Scar (Gladiator)
Kraken
Hive
Humanoids
Hulk
Sabretooth
Mister Sinister
Groot (MCU-ish)
Iron Man (MCU-ish)
Sinister Clone
Older Marvel Designs

DC DESIGNS
Ambush Bug
Harley Quinn (Done!)
Psycho-Pirate
John Constantine (Vertigo)
Older DC Designs

INDY/GENERIC DESIGNS
A Horse
UFO
Older Indy Designs

STORY CARDS
Hired Hit
 
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nfl-superpro-1-cover-620x350-120652.jpg

NAME = (NFL) SUPERPRO
SECRET IDENTITY = PHIL GRAYFIELD

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ATHLETE
PERSONALITY = ???

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = ???


FOOTBALL TACKLE SPECIAL ATTACK
Range 1. Attack 4.
Instead of moving and attacking normally, you may use Football Tackle Special Attack. Move SuperPro up to 5 spaces in a straight line, and then choose a figure to attack. If SuperPro inflicts one or more wounds against a small or medium figure with Football Tackle Special Attack, that figure cannot move until the end of the round or until SuperPro no longer occupies the space he currently occupies.

INDESTRUCTIBLE SUIT
When SuperPro defends against a normal or special attack, if at least one shield is rolled, the most wounds SuperPro can take from this attack is one. SuperPro never rolls for lava field damage.
For Soundwarp and linkage.
 
Brainstormed this one on Discord a few days back, posted it in my Sanctum Workshop, but I really feel like I've finally got it paired down to what it should be.
 
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Really, really dig both of these designs. Superpro looks like a fun, tanky disabler, and the U.S. Agent seems like he'd be able to throw down with the best of him. American Zealot feels really thematic imo.
 
That U.S. Agent is great, first time I read him was in some Avengers/Invaders stuff in the early 2000s. I remember wanting a more jingoistic, more villainy Agent and wishing the current design amped him up a bit in that way and this one fits the bill. Gotta read that Priest run.
 
Thanks all! Like I mentioned in the Discord (don't remember if it was public or not), I definitely prefer USAgent as an unstable but well-meaning sorta-hero, so that's what I was going for. Reckless Shield Defense is definitely straying pretty close to pure heroism, but I'm hoping American Zealot and the Pistol power sell that "ruthless crazy man" feel to give him a bit of moral complexity.
 
The_Maestro_-_Future_Imperfect_2.jpg

NAME = MAESTRO
SECRET IDENTITY = BRUCE BANNER

SPECIES = GAMMA MUTATE
UNIQUENESS = EVENT HERO
CLASS = RULER
PERSONALITY = DESPOTIC?

SIZE/HEIGHT = HULK SIZE

LIFE = 10

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

POINTS = 500 or so?


FUTURE IMPERFECT
Before rolling for initiative, you may choose an opponent's Army Card with at least one Order Marker on it. That opponent may remove one Order Marker from that Army Card. If they do not, subtract 1 from their initiative roll for each Order Marker on this card. If the chosen figure is within 6 clear sight spaces of Maestro, you may subtract 3 from their initiative roll for each Order Marker on that card instead.

GROWING RAGE 6
Add X to Maestro's Attack number, where X is the round number, to a maximum of 6.

SURVIVAL OF THE FITTEST
If Maestro would receive one or more wounds from a non-adjacent attack, you may choose a figure without the Super Strength special power adjacent to Maestro to receive those wounds instead.

SUPER STRENGTH
Playing with some ideas for Maestro that were thrown out in the Public Design Workshop a year or two ago. The main idea from that discussion was doing something similar to Baron Zemo's Best Laid Plans to represent Maestro's abilities as a subversive leader.

Trying to make him a guy you want to keep in the background for a little bit, before sending him in mid-game to wreak havoc. Survival of the Fittest means you really have to take him head on, but he's ready to fight back when you do.
 
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I dig it. Not sure if Growing Rage is gonna do a ton to forestall his jumping into the fight when he's already a cannon with good durability, but I'd be willing to see how it shook out in practice.
 
Been waiting for a Maestro! Don't know much about him, but it looks like a solid write up.
 
Realized I never responded to Ronin here. Yeah, I don't think there's any way to keep him out of the battle forever, but I don't think that's really what you'd want anyways. Keeping him back for a round or two probably perfectly simulates the story.

Anyways, here's Wonderwall more Hulk.
main-qimg-69676f38d1689dbe46fb2e233f0d481e

NAME = GREEN SCAR
SECRET IDENTITY = BRUCE BANNER

SPECIES = GAMMA MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = GLADIATOR
PERSONALITY = SAVAGE

SIZE/HEIGHT = HULK SIZE

LIFE = 7

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

POINTS = ???


WARBOUND
If a Gladiator you control inflicts one or more wounds during your player turn, you may immediately attack with another Gladiator you control that has not attacked this turn. If a Gladiator you control receives one or more wounds during an opponent’s turn, you may immediately move another Gladiator you control that has not moved this player turn.

INDOMITABLE
If Green Scar begins his turn unengaged, add 2 to his Move number this turn. If he begins his turn engaged, add 2 to his Attack number this turn.

THUNDERCLAP SPECIAL ATTACK
Range Special. Attack 4.
Choose 2 spaces in a straight line from Hulk. All figures on the chosen spaces, and all figures other than Hulk within 1 space of the chosen spaces, are affected by this special attack. Each figure rolls defense dice separately. Symbiotes roll 1 fewer defense die against this special attack.

SUPER STRENGTH
Definitely drew some inspiration from @Xael Raymand's take for the Warbound special power. I like the idea of them backing each other up when they're on the ropes, and I also like the idea of being able to chain together a bunch of attacks once they're properly set up.

In general, I think it would be cool to split Green Scar into two takes - a Sakaarson one that's more focused on Warbound synergy (AKA this one) and a Worldbreaker Hulk that's all about being a big Event level threat.
 
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Realized I never responded to Ronin here. Yeah, I don't think there's any way to keep him out of the battle forever, but I don't think that's really what you'd want anyways. Keeping him back for a round or two probably perfectly simulates the story.

Anyways, here's Wonderwall more Hulk.
main-qimg-69676f38d1689dbe46fb2e233f0d481e

NAME = GREEN SCAR
SECRET IDENTITY = BRUCE BANNER

SPECIES = GAMMA MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = GLADIATOR
PERSONALITY = SAVAGE

SIZE/HEIGHT = HULK SIZE

LIFE = 7

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

POINTS = ???


WARBOUND
If a Gladiator you control inflicts one or more wounds during your player turn, you may immediately attack with another Gladiator you control that has not attacked this turn. If a Gladiator you control receives one or more wounds during an opponent’s turn, you may immediately move another Gladiator you control that has not moved this player turn.

INDOMITABLE
If Green Scar begins his turn unengaged, add 2 to his Move number this turn. If he begins his turn engaged, add 2 to his Attack number this turn.

THUNDERCLAP SPECIAL ATTACK
Range Special. Attack 4.
Choose 2 spaces in a straight line from Hulk. All figures on the chosen spaces, and all figures other than Hulk within 1 space of the chosen spaces, are affected by this special attack. Each figure rolls defense dice separately. Symbiotes roll 1 fewer defense die against this special attack.

SUPER STRENGTH
Definitely drew some inspiration from @Xael Raymand's take for the Warbound special power. I like the idea of them backing each other up when they're on the ropes, and I also like the idea of being able to chain together a bunch of attacks once they're properly set up.

In general, I think it would be cool to split Green Scar into two takes - a Sakaarson one that's more focused on Warbound synergy (AKA this one) and a Worldbreaker Hulk that's all about being a big Event level threat.

Big attack guys that trigger more attacks with wounds makes for lopsided games.

I really like the idea of trigger on wounds taken though. That part is a keeper.

If you are looking to keep that wounding part maybe, "exactly one wound" or something. Just ideas.
 
Realized I never responded to Ronin here. Yeah, I don't think there's any way to keep him out of the battle forever, but I don't think that's really what you'd want anyways. Keeping him back for a round or two probably perfectly simulates the story.

Anyways, here's Wonderwall more Hulk.
main-qimg-69676f38d1689dbe46fb2e233f0d481e

NAME = GREEN SCAR
SECRET IDENTITY = BRUCE BANNER

SPECIES = GAMMA MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = GLADIATOR
PERSONALITY = SAVAGE

SIZE/HEIGHT = HULK SIZE

LIFE = 7

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

POINTS = ???


WARBOUND
If a Gladiator you control inflicts one or more wounds during your player turn, you may immediately attack with another Gladiator you control that has not attacked this turn. If a Gladiator you control receives one or more wounds during an opponent’s turn, you may immediately move another Gladiator you control that has not moved this player turn.

INDOMITABLE
If Green Scar begins his turn unengaged, add 2 to his Move number this turn. If he begins his turn engaged, add 2 to his Attack number this turn.

THUNDERCLAP SPECIAL ATTACK
Range Special. Attack 4.
Choose 2 spaces in a straight line from Hulk. All figures on the chosen spaces, and all figures other than Hulk within 1 space of the chosen spaces, are affected by this special attack. Each figure rolls defense dice separately. Symbiotes roll 1 fewer defense die against this special attack.

SUPER STRENGTH
Definitely drew some inspiration from @Xael Raymand's take for the Warbound special power. I like the idea of them backing each other up when they're on the ropes, and I also like the idea of being able to chain together a bunch of attacks once they're properly set up.

In general, I think it would be cool to split Green Scar into two takes - a Sakaarson one that's more focused on Warbound synergy (AKA this one) and a Worldbreaker Hulk that's all about being a big Event level threat.

Big attack guys that trigger more attacks with wounds makes for lopsided games.

I really like the idea of trigger on wounds taken though. That part is a keeper.

If you are looking to keep that wounding part maybe, "exactly one wound" or something. Just ideas.

I guess it would depend on how strong the other Gladiators are right? I haven't read any Green Scar stuff so I don't know how strong his allies are, but it seems easy enough to tweak the number of wounds needed to activate the bonding.
 
The other Warbound are all pretty strong (especially if you throw in Caiera and Silver Savage), so I think japes has a valid point.

Could always just limit each effect to once per turn. That probably also lets us drop the clause that disables double activations of the same character.
WARBOUND
If a Gladiator you control inflicts one or more wounds during your player turn, you may immediately attack with another Gladiator you control. If a Gladiator you control receives one or more wounds during an opponent's turn, you may immediately move another Gladiator you control. You may not use Warbound more than once during a player's turn.
 
Got it. I do like the idea of all the Gladiators getting a swing off to back each other up, but I can see it getting a little out of hand.

WARBOUND
If a Gladiator you control inflicts one two or more wounds during your player turn, you may immediately attack with another Gladiator you control that has not attacked this turn. If a Gladiator you control receives one two or more wounds during an opponent's turn, you may immediately move another Gladiator you control that has not moved this turn. You may not use Warbound more than once twice during a player's turn.

Just throwing more ideas out, but this has the Gladiators either taking or dealing a decent amount of damage to encourage the other Gladiators. Locks you out of stuff like Enhanced Durability if any of them would have something like that though.
 
I'd probably go with the
you may immediately attack with another Gladiator you control that has not attacked this ROUND.

AND
limit it to once per turn.

Also changing it to two wounds only compounds my concern with piling on.

I'd leave receiving wounds part at one for sure.
 
1787046-kraken03.jpg

NAME = KRAKEN
SECRET IDENTITY = DANIEL WHITEHALL??? (This gets tricky)

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MASTERMIND
PERSONALITY = RUTHLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = ???


WHAT YOU ARE SUPPOSED TO BE
At the start of the game, you may choose a Unique Hero you control that is a Terrorist or Mastermind. For the entire game, that figure has the class of Mastermind and the personality of Ruthless instead of what is listed on its card.

KRAKEN ARMOR
When Kraken would receive 3 or more wounds or be destroyed in any way except by this special power, he instead receives 2 wounds.

"CUT OFF ONE HEAD..."
When Kraken is destroyed, you may place up to two previously destroyed common Terrorists in your army in empty spaces in your start zone.
Since @Splash mentioned Kraken today on Discord, this is what I had on file for him. Pretty simple so there's room for a 3rd power, but not entirely sure he needs one? Dude is kinda bland power-wise.
 
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Is he a leader at all? Is there any way he could boost the HYDRA Agents other than just giving them another hero to play with?
 
Cool cool. No worries then. Just always interested in ways to boost the HYDRA Agents, because I think that'll be the surest way to lift the faction as a whole.
 
He’s not really a frontline fighter, but he is a head of Hydra so some sort of leadership power doesn’t seem totally out of place.

His other big thing is that
Spoiler Alert!
 
1184395-hv8.jpg

NAME = HIVE
SECRET IDENTITY = N/A

SPECIES = PARASITE?
UNIQUENESS = UNIQUE HERO
CLASS = MASTERMIND
PERSONALITY = RUTHLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 4
RANGE = 3
ATTACK = 4
DEFENSE = 2

POINTS = ???


UNNATURAL RE-ANIMATION
Once per game, when a Unique Hero without the Mental Shield special power that is within 6 clear sight spaces of Hive would be destroyed, you may instead ignore any wounds the figure would have received and take permanent control of the chosen Hero, then place or remove Wound Markers until it has up to 2 Life remaining.

JOIN THE HIVE
When a small or medium figure other than a HYDRA Agent within 6 clear sight spaces of Hive is destroyed, you may replace that figure with a previously destroyed HYDRA Agent in your army.

REGENERATION
Instead of attacking with Hive, roll one combat die for each Wound Marker on this card. For each skull rolled, you may remove a Wound Marker from this card.

SUPER STRENGTH
More stray thoughts on another Hickman-era HYDRA leader. Fwiw, Hive is basically “What if Starro was a Terrorist?”

I know this guy had a big role in Agents of SHIELD where he was slightly different, but I dunno if this take works for that one too, or if they're too different conceptually.
 
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