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Out-There Heaven 2.0 (Movies, TV, Video Games)

Skinderella

Well-known member
This thread is for any designs for properties and IPs not yet approved by C3G, similar to the previous thread in 1.0! Please include the franchise or universe your design is from! Any designs posted in this thread will be linked in this post, and please feel free to share your designs!

For approved properties, please post them in this thread here.

MOVIES

TV SHOWS
Ducktales
Scrooge McDuck (Lord Zed)
Donald Duck (Lord Zed)

ANIME / MANGA
JoJo's Bizarre Adventure
Baron Zeppli (Will A. Zeppli) (ALEXAN2507)
JoJo (Jonathon Joestar) (ALEXAN2507)
Speedwagon (Robert E.O. Speedwagon) (ALEXAN2507)

VIDEO GAMES
Mega Man X
Tidal Whale (MrNobody)

Pokemon
Arceus (Skinderella)

BOARD GAMES / TOY LINES

OTHER

List of approved properties:
Spoiler Alert!
 
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No worries! Was a popular workshop in 1.0, so I can see it getting a lot of use here too. Figured it was time to set one up after discussions yesterday.
 
I'll start the thread off with a design of my own:

HaKZ2LI.jpg

NAME = ARCEUS

UNIQUENESS = EVENT HERO
SPECIES = POKEMON
CLASS = CREATOR / VISIONARY
PERSONALITY = NOBLE / VINDICTIVE / VIGILANT

SIZE/HEIGHT = HUGE 10

LIFE = 18

MOVE = 6
RANGE = 6
ATTACK = 6
DEFENSE = 6

POINTS = 1000


TIME, SPACE, DISTORTION
After a numbered order marker is revealed on a card, you may choose one of the following effects:
• choose 1 figure within 6 clear spaces of Arceus. Place that figure in its start zone. This placement is unstoppable.
• until the start of the next turn, all figures within 6 spaces of Arceus other than Arceus cannot move using the Flying special power, and subtract 1 from their Move number.
• choose up to 3 figures within 6 clear spaces of Arceus. Switch the chosen figures. Arceus may be one of the chosen figures.
Each option may only be chosen once per round.

LEGEND PLATE
Before combat with Arceus, you may choose a damage type. Until Arceus’ next combat, Arceus gains that damage type’s Resistance, and any wounds inflicted by Arceus’ normal or special attacks may instead be that damage type.

JUDGEMENT SPECIAL ATTACK
Range 6. Attack 5.
Choose up to 3 other figures within 3 spaces of the defender to also be affected. This special attack may only be used once per round.

FACTION =
PUBLISHER = NINTENDO
KEYWORDS = Chronal, Deity
SYMBOLS = STEALTH, FLYING, SUPER STRENGTH

The Pokemon god, Arceus. Probably the most powerful character in Pokemon, it created the universe and everything in it. It watches over and protects the Pokemon world, and its physical body is just a piece of it created to live outside its home dimension. It can change its type at will and its Judgement attack always mirrors its type.

In the Legends Arceus game, it blesses various Pokemon, could create Pokemon at will, and could manipulate time, space, and reality.
 
Here is my take on Scrooge McDuck.

life-and-times-of-scrooge-mcduck-v1.jpg


NAME = Scrooge McDuck

UNIQUENESS = UNIQUE HERO
SPECIES = DUCK
CLASS = ADVENTURER
PERSONALITY = DRIVEN

SIZE/HEIGHT = MEDIUM 4

LIFE = 4

MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = ???


SHARPER THAN THE SHARPIES
At the start of the game you may give Scrooge McDuck one faction represented in your army for the remainder of the game. If Scrooge McDuck is on a space with height advantage, he may roll an additional attack die.

TOUGHER THAN THE TOUGHIES
Scrooge McDuck may add +1 def for each wound on this card to a max of +2 def. If Scrooge would suffer 1+ wounds, you may reveal an "X" Order Marker on this card to instead avoid all damage and maneuver Scrooge up to 2 spaces.

SMARTER THAN THE SMARTIES
After moving Scrooge McDuck, you may choose an opponent's figure within 4 clear sight spaces and look at an order marker from that figure's card. If it is an "X" Order Marker, you may place it unrevealed on a card in your army for the remainder of the round. When the round is over return the order marker to its original owner. This order marker may be revealed like other order markers in your possession. If the revealed Order Marker is not an "X," return it to the figure's card.

FACTION = DUCKBERG
PUBLISHER = DISNEY
KEYWORDS =
SYMBOLS = WATER AFFINITY
 
And Donald Duck to go with Scrooge
Donald_Duck_angry_transparent_background.png


NAME = Donald Duck

UNIQUENESS = UNIQUE HERO
SPECIES = DUCK
CLASS = ADVENTURER
PERSONALITY = STUBBORN?

SIZE/HEIGHT = MEDIUM 4

LIFE = 4

MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = ???


BRAVE COMRADE
If Scrooge McDuck is in your army, Donald Duck has all the same factions that Scrooge does. If Donald Duck is within 4 spaces of Scrooge McDuck they both gain +1 ATK/DEF.

QUICK TEMPER
Before revealing a numbered order marker, you may reveal an "X" order marker on this card to activate Donald Duck. During this Activation Donald has +1 ATK and +1 Move.

ADVENTURER'S INSTINCT
If Donald Duck and an ally are adjacent to the same figure, and either Donald or the ally has height advantage. Both are considered to have height advantage.

FACTION = DUCKBERG
PUBLISHER = DISNEY
KEYWORDS =
SYMBOLS = WATER AFFINITY
 
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woohoo... That is quite the power set on Donald. He would be a beast with Sue backup.
Thinking he should go before the ally on Quick Temper?
 
woohoo... That is quite the power set on Donald. He would be a beast with Sue backup.

Thinking he should go before the ally on Quick Temper?

Is he too much of a beast? I could change his class to something else, and have his first power match Scrooge's faction and class to tone it down a bit.

Also, I like the idea of him going first (Like he flies into a rage), what do you think about:

QUICK TEMPER

Before revealing a numbered order marker, you may reveal an "X" order marker on this card to activate Donald Duck. During this Activation Donald has +1 ATK and +1 Move.
 
Cool. You can go with Adventurer it will just likely come with a F4 tax.

Sweet, ThanksI can live with that.

ok changing quick temper from

QUICK TEMPER

After an ordered activation with Donald Duck or an ally adjacent to Donald, you may reveal an "X" order marker on this card to activate Donald Duck. During this Activation Donald has +1 ATK and +1 Move.
to

QUICK TEMPER

Before revealing a numbered order marker, you may reveal an "X" order marker on this card to activate Donald Duck. During this Activation Donald has +1 ATK and +1 Move.
 
Arceus
The yeet back to the SZ feels pretty oppressive, even once a round. Gives him a lot of power to drag out endgame situations and mess with low-mobility characters. I think generally the first couple bullets of TSD are a little dry and slow the game down when right now it's mostly that ability's job to provide the fun parts of playing him? I like the mass switcheroo option but the others aren't as cool.

I say it's that ability's job to be fun because the SA is mostly just efficiency and the damage type effect is neat in getting at Pokemon type stuff but for the most part it's not providing a lot of decision points.

Scrooge
The faction pick-up and the extra height advantage feel a bit disjoint in the first ability? I don't really get the thematic connective tissue and there's nothing mechanically linking them. The extra reward for height advantage is definitely the more fun part of the ability, IMO we have enough generalist stuff that the faction include isn't immediately exciting for me but I'm not a theme expert.

The defense boost that only scales to +2 isn't an issue, but maybe worth just giving him 4 Defense and +1 if he's wounded or something. Idk, effects that scale 1 at a time but stop scaling that fast are always a little underwhelming and end up costing words + headspace for something that doesn't matter too much.

The rest of the write-up I like, feels solid enough, good pay-offs on his own tricks.

Donald Duck
Quick Temper doesn't do a lot for me as an ability, but I like the rest of it. I wouldn't make him outright require an X when Scrooge also wants one, too much tension. I get that Scrooge can get an X back but it's fiddly to require that. Also he's got a couple other sources of +Attack on the card, I'd rather he had some pay-off on that than just boosting himself up even further.
 
One of Donald’s main moves in Kingdom Hearts is this multi-attack flailing thing, maybe that could be some inspo?
Once per round, before an ordered activation, you may activate Donald Duck. During that activation, Donald may attack up to 3 times per normal attack action.
KH is one of those things I have filed away as an “aw shucks, maybe someday” thing in my head, so a shared power between Donalds would be neat.
 
4McNAXk.jpeg


NAME = JOJO
SECRET IDENTITY = JONATHAN JOESTAR

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = WARRIOR
PERSONALITY = FEARLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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


SUNLIGHT YELLOW OVERDRIVE
Pillar Men figures and figures with the Undead keyword have -2 Defense against JoJo's normal attacks. Once per round, JoJo may attack 3 times per normal attack action.

INDOMITABLE SPIRIT
If JoJo has 3+ wounds when attacking an enemy with a normal attack, add +1 hit.

HAMON HEALING
Before cleanup, you may reveal Order Marker X on this card. During cleanup, if there are 1+ revealed Order Markers on this card, you may heal this figure 1 wound.


KEYWORDS: Hamon User
 
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Basically the 1.0 design I did years back with some wording changes for 2.0, I'll throw out some little explainers here.

Hamon is essentially an energy like the Sun's energy that can be produced by humans by intensely controlled breathing. In JJBA, it makes you really good at killing vampires and zombies as a result. It also helps you recover from wounds a bit quicker than people generally do, but it's not a crazy Wolverine healing factor or anything.

Sunlight Yellow Overdrive is a technique Jonathan uses that basically amounts to using Hamon energy to let him throw a rapid flurry of blows, hence the two attacks.

This one's a fairly straightforward design.
 
Could you just do something with the Light damage type and avoid doing a niche counterdraft power? (Tbf, "Pillar Men and Undead" and "figures with Light Weakness" are probably about equivalent groups right now, but we've kinda moved away from hard counterdrafty powers as an aesthetic.)

Otherwise, I might move the powers around like so and just give him full time healing. Having to roll a d20 to get a once-per-round heal trends into that "why am I working to get what others have for free?" zone.
SUNLIGHT YELLOW OVERDRIVE
Pillar Men figures and figures with the Undead keyword have -2 Defense against JoJo's normal attacks. Once per round, JoJo may attack 3 times per normal attack action.

INDOMITABLE SPIRIT
If JoJo has 3+ wounds when attacking an enemy with a normal attack, add +1 hit.

HEALING 1
During cleanup, JoJo heals 1 wound.
Just keeps all the attack stuff together instead of Hamon User being a 2 powers smooshed into 1.
 
Could you just do something with the Light damage type and avoid doing a niche counterdraft power? (Tbf, "Pillar Men and Undead" and "figures with Light Weakness" are probably about equivalent groups right now, but we've kinda moved away from hard counterdrafty powers as an aesthetic.)

Otherwise, I might move the powers around like so and just give him full time healing. Having to roll a d20 to get a once-per-round heal trends into that "why am I working to get what others have for free?" zone.
SUNLIGHT YELLOW OVERDRIVE
Pillar Men figures and figures with the Undead keyword have -2 Defense against JoJo's normal attacks. Once per round, JoJo may attack 3 times per normal attack action.

INDOMITABLE SPIRIT
If JoJo has 3+ wounds when attacking an enemy with a normal attack, add +1 hit.

HEALING 1
During cleanup, JoJo heals 1 wound.
Just keeps all the attack stuff together instead of Hamon User being a 2 powers smooshed into 1.

I was largely basing the -2 Defence on the Nth Metal Mace power that's still more or less how it was in 1.0. I'd probably prefer to use your second tidy-up idea here, but I'd also want to add Hamon User as a keyword since I had some synergy powers on other cards designed around it.
 
Duffmcwhalen.png

NAME = TIDAL WHALE
IDENTITY = N/A

UNIQUENESS = UNIQUE HERO
SPECIES = ROBOT
CLASS =
PERSONALITY =

SIZE/HEIGHT = LARGE ?

LIFE = 6

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

POINTS = ???


DUFF MCWHALEN IS A CLEAR REFERENCE TO GUNS 'N' ROSES. AND YOU KNOW WHAT GUNS 'N' ROSES HAS TO DO WITH MEGA MAN? NOTHING! HIS NAME IS DUFF MCWHALEN!
During Tidal Whale’s transition, you may choose an enemy within 4 clear spaces of Tidal Whale that does not have Ice Resistance and roll up to 4 combat dice. For each shield, knockback that figure 1 space.

HIS STAGE IS AN UNDERWATER SCROLLING STAGE. SO ALREADY YOU HAVE AN UNDERWATER STAGE AND A SCROLLING STAGE. AND HIS NAME IS DUFF MCWHALEN, BY THE WAY.
After Tidal Whale’s ordered activation, you may activate up to 1 unit if he made no move actions this turn and up to 1 other unit if he made no attack actions this turn, then end your turn. Activated units must be Common or Uncommon figures that are Robots or have Water Affinity.

HIS NAME—I LIE AWAKE AT NIGHT THINKING ABOUT THIS! HIS NAME IS DUFF MCWHALEN!
During cleanup, you may inflict 1 wound on a figure that is exactly 5 spaces away from Tidal Whale.

FACTION = MAVERICKS
PUBLISHER = CAPCOM
KEYWORDS = Inorganic
SYMBOLS = SUPER STRENGTH, WATER AFFINITY
Soundwarp posted some fun ideas for Mega Man X villains in-sanctum and I just had to do it. He's canonically called Tidal Whale now because Capcom is staffed by cowards.

Gave him a leadership thing, which would feel odd if he was the only MM boss guy to have one. But that feels like something we could easily figure out.
 
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I had some vague ideas for a Wily that makes someone your Robot Master on the Discord somewheres.

But Mavericks obviously don't have to work the same way even if we wanted to use that.

BETTER CONQUEST THROUGH ROBOT PROXY
At the start of the game, and whenever his Robot Master is destroyed, Wily may choose 1 Unique Android Hero to be his Robot Master. After revealing an Order Marker on his Robot Master and taking a turn with it, you may take a turn with up to two common or uncommon Androids you control that have not taken a turn yet this player turn. No more additional turns yo.
 
xxOkYaU.jpeg


NAME = SPEEDWAGON
SECRET IDENTITY = ROBERT E. O. SPEEDWAGON

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

SIZE/HEIGHT = MEDIUM 5

LIFE = 3

MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 3


BUZZSAW HAT SPECIAL ATTACK
Range 4 Attack 1
Choose a non-adjacent figure within 4 spaces to target with this attack. For each skull rolled, add one Hit.

SIDELINE ENCOURAGEMENT

If Speedwagon is unengaged, JoJo figures within 5 spaces of Speedwagon add 1 to their Attack and Defence.

SPEEDWAGON WITHDRAWS COOLLY

When Speedwagon is targeted for an attack, you may roll the 20-sided die. If you roll 9 or higher, you may immediately move Speedwagon up to 5 spaces with Stealth.
 
Fairly simple deal here- Speedwagon's main thing in JJBA is acting as the commentator for fights for the reader/watcher and providing general assistance to both Part 1 and 2's JoJo's. Also his hat has buzzsaws in it.

I haven't changed this one much from my 1.0 idea, besides changing up the statline a bit. I see him as probably a sub-100 points guy.
 
Well, at least it'll be easy for you to roll with the changes if this gets made.
 
400px-Will_Zeppeli_Infobox_Anime.png


NAME = BARON ZEPPELI
SECRET IDENTITY = WILL A. ZEPPELI

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MENTOR
PERSONALITY = FEARLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

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

HAMON MENTOR


Pillar Men and figures with the Undead keyword have -2 Defense against Baron Zeppeli’s normal attacks. At the start of the game, select one figure with the Hamon User keyword to be Zeppeli's Apprentice. When Zeppeli's Apprentice attacks with their normal attack, count 1 blank rolled as a Hit.

TORNADO OVERDRIVE

Move 3. Height 10.

Baron Zeppeli gains Flying and Stealth. If Baron Zeppeli attacks on a turn he used Tornado Overdrive, add 1 Hit to whatever is rolled.

ULTIMATE DEEP PASS OVERDRIVE

When Baron Zeppeli is defeated, add 1 to Zeppeli’s Apprentice Attack and Defense for the rest of the game.

HAMON HEALING
Before cleanup, you may reveal Order Marker X on this card. During cleanup, if there are 1+ revealed Order Markers on this card, you may heal this figure 1 wound.

KEYWORDS: Hamon Master
 
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As with Jonathan, the -2 Defense for Undead and Healing are representing Hamon powers. Hamon Mentor and the Apprentice stuff is pretty self explanatory, it's the role he fills for Jonathan in Part 1. Tornado Overdrive is basically a leaping attack. Ultimate Deep Pass Overdrive represents him passing on his life force energy before he dies.
 
Have you considered the Mentor class?

I couldn't remember if that was a thing or not- I have a couple other people earmarked for it, but Baron Zeppeli would definititely fit as one too. I'll change him to it.
 
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