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Out-there Heaven (Movie, TV, and Video Game Characters)

I'm excited to see 47, that's a fun draft.

I like what Nobody suggested with representing more of the wackiness of the Hitman games. I think the focus of the design should also be on the Disguise mechanic - that's ultimately the main thing of Hitman, he disguises himself as people to get close to his target. The load out is cool but I wouldn't want it overshadowing the disguises personally.

Replacing the loadout with something like this might be cool? With this I picture 47 in a guard's outfit, making accidents for the enemy while the battle is going on. Then when the timing is right, 47 can attack and lose his Disguise Marker and go guns blazing.
CREATING "ACCIDENTS"
If the Disguise Marker is on this card, once per turn whenever an enemy figure moves onto a space within 5 clear sight spaces of Agent 47, you may roll the 20-sided die. Add 3 to the roll if that figure is adjacent to a destructible object. If you roll 17 or higher, inflict a wound on that figure.

I'd also go with 1 Target on the ICA power, personally. I get that the newer games typically have 2 Targets per map, but in a Heroscape army there's often just 3-5 heroes anyway. It'd feel wrong to have 47 get bonuses against half the enemy army.
 
I had tried to think of some way to represent that 47's signature method of assassination was setting up accidents, but couldn't figure out anything I was happy with, so I tried to instead represent the sort of "choose your own method" of the games. I like what you came up with there tho. Might tweak it to be more reliable but activate only once per movement instead of every space.

Also good point about the hero count. Not 100% keen on reducing the number of targets if I'm being honest tho. I'd ultimately reduce it if that's what it took to get him approved, but I'd prefer to have it be a little more distinct than just "Bounty Hunter and Deadly Strike in one power".

Also, the image for the Disguise Marker HAS to be the little drawstring bag that dropped disguises look like in-game. I could probably get a better screencap for the art dept later on down the line, but this is what they look like for those unfamiliar.
208826625.jpg
 
I too came up with an Agent 47 design from the Hitman games.
EmPJjBL.png

Figure could be an easy headswap/repaint of Colatteral Damage #010-012 / Black Mask with the head of Superman #015 / Lex Luthor

Agent 47

Clone
Unique Hero
Assassin
Professional
Medium 5

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

??? Points

INTERNATIONAL CONTRACT ASSASSIN

At the start of the game, choose an opponent's Unique Hero to be Agent 47's Target. When Agent 47 attacks his Target, each skull rolled counts as an additional hit.

BLENDING IN
When an opponent's medium figure is destroyed, if Agent 47 was adjacent to that figure, you may place the white Disguise Marker on this card. While the Disguise Marker is on this card, Agent 47 can move through all figures, cannot be attacked by, targeted or chosen for special powers by, or take leaving engagement attacks from enemy figures. After Agent 47 attacks, if any enemy figure has clear sight of him, remove the Disguise Marker from this card. If Agent 47 is ever your only figure on the battlefield, negate this special power for the rest of the game.

"ACCIDENTS" HAPPEN
If the Disguise Marker is on this card, once per turn whenever an enemy figure moves onto a space within 5 clear sight spaces of Agent 47, you may roll the 20-sided die. Add 3 to the roll if that figure is adjacent to a destructible object. Add 2 to the roll if that figure is Agent 47's Target. If you roll 16 or higher, inflict a wound on that figure.

I changed International Contract Assassin to be one Target instead of two. I also made it so 47 gets "double skulls" when attacking his Target and bumped up his Attack number. It makes more sense for the character for him to go lethal (doubling his skulls) on his Target as opposed to just using lethal force on everyone and just getting more dice when going after his Target.

I also replaced the Loadout power with the "Accidents" power that Arch-vile/Mr. Nobody suggested, with a couple modifications. 1st, I reduced the difficulty by 1, as 17 felt just a bit too high for how prominent accident kills are in both the games and in canon as 47's trademark assassination style. 2nd, I added a +2 to the roll if the figure he's targeting is his Target. Which means that if everything falls into place with his Target moving next to a DO, you still have to hit an 11.
 
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I dig where it's headed! After thinking about the Disguise power since you last posted it, I might do this.
BLENDING IN
When an opponent's medium figure within 3 clear sight spaces of Agent 47 is destroyed, you may place the white Disguise Marker on this card. While the Disguise Marker is on this card, Agent 47 can move through all figures, cannot be attacked by, targeted or chosen for special powers by, or take leaving engagement attacks from enemy figures. After Agent 47 attacks, if any enemy figure has clear sight of him, remove the Disguise Marker from this card. If Agent 47 is ever your only figure on the battlefield, negate this special power for the rest of the game.
That just gives him a little more leeway so he doesn't have to be right next to the enemy (where he'll get pulverized) to gain a marker.

I might make the +2 for the Accident on a Target a +3 as well. Having numbers be consistent across a card really helps maintain headspace in your average game.
 
Looks great!

I think as-is, he might struggle to get that first Disguise Marker. Once he gets one, I think 47 will really shine, but getting there could be hard. Could always have ICA let 47 start with a Disguise Marker or increase the range on letting 47 get the disguise marker. But that’s stuff that can be narrowed down with testing.

(And I see Nobody has the same idea, haha.)
 
Of the two, I'd go with having him start disguised. That was something I had considered doing with the Loadout power, and I don't think letting him disguise from range makes sense. 47 literally steals people's clothes off their unconscious body, as opposed to having some disguise tech that lets him imitate outfits.
 
NAME = BEN 10
SECRET IDENTITY = BEN TENNYSON

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = STUDENT
PERSONALITY = BRASH

SIZE/HEIGHT = SMALL 4?

LIFE = 3

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

POINTS = ???

UNSTABLE OMNITRIX 10

At the beginning of the round, roll the 20-sided die. If you roll an 10 or lower, your opponent may choose a Unique Hero in your army that is not on the battlefield with the secret identity Ben Tennyson. If you roll a 11 or higher you may choose a Unique Hero in your army that is not on the battlefield with the secret identity Ben Tennyson. You may put Ben 10 on the card of the chosen hero, and the hero wherever Ben 10 was located on the battlefield. Any order markers on Ben 10 get moved to the chosen hero's card.

BADDEST KID TO EVER SAVE THE DAY
If you win initiative, you must move an unrevealed Order Marker from another Army Card you control to this Army Card or an Army Card with the secret identity Ben Tennyson.

LIMITED TRANSFORMATION 10
At the end of the round, if Ben 10 is not on the battlefield, roll the 20-sided die. If you roll a 10 or lower destroy a figure on the battlefield with the Secret Identity Ben Tennyson and switch Ben 10 out with the figure of the card he is on. If you roll an 11 or higher you may choose to either leave Ben 10 on the army card or to destroy and switch him out with the figure of the card he is on. If you roll a 1 or lower, destroy and switch him out with the figure of the card he is on and during the next round Ben 10 may not use his Unstable Omnitrix power.

NAME = FOUR ARMS
SECRET IDENTITY = BEN TENNYSON

SPECIES = TETRAMAND
UNIQUENESS = UNIQUE HERO
CLASS = FIGHTER
PERSONALITY = BRASH

SIZE/HEIGHT = MEDIUM 6?

LIFE = 3

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

POINTS = ???

BOND OF THE OMNITRIX

This card may not be drafted into your army unless you have drafted Ben 10 into your army. If this figure is destroyed or taken off of the battlefield, roll the 20-sided die. If you roll a 14 or lower, move all wounds on this card to the card of Ben 10. If you roll a 15 or higher this figure is destroyed or removed from the battlefield as normal.

FOUR-ARMED PUMMEL
Four Arms may attack an additional time if he rolls at least one skull, rolling one less attack die if he did not wound an enemy figure with his previous attack. Four Arms may not attack more than four times in one turn.

OR

Four Arms may use his normal attack one additional time. If Four Arms did not inflict any wounds with his first two attacks, he may use his normal attack 2 additional times.

DUAL THUNDERCLAP SPECIAL ATTACK
Range Special. Attack 4
Choose 4 spaces in a straight line from Four Arms. All figures on or adjacent to spaces in the line are affected by this attack. Each skull rolled for this attack counts as an additional hit. Each figure rolls defense dice separately. You may only use this Special Attack once per round.

SUPER STRENGTH

Revisiting my Ben 10 write-ups, does this seem feasible as something possible in C3G? It just seems like a big concept to me and I don't want to cram too much in one design.
 
The figure destruction feels a little brutal. I guess it depends on how much each figure is but sounds like you would need a few.
Does he have 10 forms?
 
The figure destruction feels a little brutal. I guess it depends on how much each figure is but sounds like you would need a few.
Does he have 10 forms?

In the original series he has 10 ten aliens he can transform into. I took the destruction part from Nobody, so each alien can only be used once per round, encouraging you to draft more aliens.
 
So the one thing I do remember thinking is that it'd be really nice to streamline the text a little bit - transformation figures can be a little wordy, and less people want to play them as a result.

Like here's a pass at tweaking them a bit. Might actually be more text space, but the mechanics are mostly similar and everything feels a bit cleaner, and all of the powers on Ben's card are limited to one "phase" of the round.
OMNITRIX TRANSFORMATIONS
You may draft other Ben Tennyson figures that do not have the species of Human. Any figures drafted this way are Omnitrix Transformations. Omnitrix Tranformations do not start the game on the battlefield.

UNSTABLE OMNITRIX 10
Before placing Order Markers for the round, roll the 20-sided die. If you roll 9 or lower, your opponent may choose an Omnitirx Transformation in your army. If you roll a 10 or higher you may choose an Ominitrix Transformation in your army. Switch Ben 10 and the chosen figure, ignoring any leaving engagement attacks.

BADDEST KID TO EVER SAVE THE DAY
If you win initiative, you must move an unrevealed Order Marker from another Army Card you control to this Army Card or the Army Card of an Ominitrix Transformation.

LIMITED TRANSFORMATION 10
At the end of the round, if Ben 10 is not on the battlefield but an Omnitrix Transformation is, roll the 20-sided die. If you roll 10 or lower, destroy that Omnitrix Transformation. When an Ominitrix Transformation is destroyed, before removing that figure from the battlefield, switch it with Ben 10, ignoring any leaving engagement attacks.
BOND OF THE OMNITRIX
This card may not be drafted into your army unless you have a Human Ben Tennyson in your army.
 
Just something I cleaned up a bit and moved from Discord since I prefer having write-ups over here to keep track of them a bit better.

SniperJoe.png

NAME = SNIPER JOE

SPECIES = ROBOT
UNIQUENESS = UNCOMMON HERO
CLASS = ENFORCER / GUARD
PERSONALITY = ???

SIZE/HEIGHT = MEDIUM 5

LIFE = 2

MOVE = 5
RANGE = 6
ATTACK = 3
DEFENSE = 3

POINTS = SURE

SHOOTING LEAP 25

Instead of his normal move, this Sniper Joe may move up to 3 spaces with Stealth Leap. When moving with Shooting Leap, this Sniper Joe has the Flying special power, but may not move up or down more than 9 levels in a single leap. For the rest of the turn after using Shooting Leap, this Sniper Joe is considered to be 9 levels higher than his base for the purpose of determining height advantage against non-flying figures.

SHIELDS UP
Start the game with a gray Shield Marker. Instead of attacking with this Sniper Joe, you may place a Shield Marker on the card of each Hero you control with the Shields Up special power. While there are 1 or more Shield Markers on this card, this Sniper Joe adds 1 automatic shield when defending. Remove all Shield Markers from this card if Sniper Joe moves or attacks.
 
Wrote this up a while ago. Figured I'd post it here to get some feedback, as I'm not sure it's really where I want it.

8eb28-16571927137363.png


NAME = ROCK LEE

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = NINJA
PERSONALITY = DRIVEN

SIZE/HEIGHT = ??? ?

LIFE = 4

MOVE = 6
RANGE = 4
ATTACK = 3
DEFENSE = 3

POINTS = ???


TAIJUTSU
When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled. Rock Lee may add 4 to his movement if he would end his movement engaged.

PRIMARY LOTUS
Start the game with 3 Chakra markers on this card. Before rolling for initiative, you may remove a Chakra marker from this card to add one to Rock Lee’s attack and defense for the remainder of the round. When attacking an adjacent figure, you may choose to roll an additional attack die. If you do, roll an unblockable attack die against Rock Lee after placing wound markers.

HIDDEN LOTUS
Rock Lee may only use this power if there are no Chakra markers on his card. When attacking an adjacent figure, Rock Lee may add up to three additional dice to his roll. After placing wound markers, roll an unblockable against Rock Lee for each die that was added to his attack. Once per round, if Rock Lee would receive enough wounds from this power to be destroyed, you may remove wound markers from his card until he has one life remaining.
 
A general guideline (not a rule, just a thing that I think makes a lot of sense) that I always promote is not having multiple powers boosting attack or defense on the same card. This one definitely has a lot.

I'm not an expert, but I think Rock would be a really solid fit for general Go The Distance, not just a specific version that only applies to his power. I think there's very little reason not to spend the markers in rounds 1-3, so it might be best just to skip the markers overall? Again, no theme expert, but think you could go for something like this.
TAIJUTSU 4 (or something like EAGER ADVANCE 4)
Rock Lee may add 4 to his movement if he would end his movement engaged.

LOTUS TECHNIQUES
When attacking an adjacent figure, you may roll an additional attack die, or up to 3 additional attack dice if it is after round 3. After the attack, roll an unblockable attack die against Rock Lee for each die rolled.

GO THE DISTANCE
Once per round, if Rock Lee would be destroyed by receiving wounds, he instead takes no damage.
 
A general guideline (not a rule, just a thing that I think makes a lot of sense) that I always promote is not having multiple powers boosting attack or defense on the same card. This one definitely has a lot.

I'm not an expert, but I think Rock would be a really solid fit for general Go The Distance, not just a specific version that only applies to his power. I think there's very little reason not to spend the markers in rounds 1-3, so it might be best just to skip the markers overall? Again, no theme expert, but think you could go for something like this.
TAIJUTSU 4 (or something like EAGER ADVANCE 4)
Rock Lee may add 4 to his movement if he would end his movement engaged.

LOTUS TECHNIQUES
When attacking an adjacent figure, you may roll an additional attack die, or up to 3 additional attack dice if it is after round 3. After the attack, roll an unblockable attack die against Rock Lee for each die rolled.

GO THE DISTANCE
Once per round, if Rock Lee would be destroyed by receiving wounds, he instead takes no damage.

I like this draft a lot and think it mostly conveys Rock Lee's flavor. I'd just note that it sounds like Lotus Techniques, as written, wounds Rock for each die rolled rather than for each additional die rolled.
 
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Here is my attempt at the Characters from Kung Fu Panda. I welcome any feedback about how to make the points more balanced. The characters are:
  • Po
  • Tigress
  • Monkey
  • Mantis
  • Viper
  • Crane
  • Master Shifu
  • Tai Lung

Po
237146-2008_kung_fu_panda_002.jpg
Spoiler Alert!


Tigress
df9wvqg-c24002e0-ad27-45b7-a75c-060174eaf2d0.jpg
Spoiler Alert!



Monkey
MonkeyLOA.jpg
Spoiler Alert!


Mantis
KFP2Mantis.jpg
Spoiler Alert!


Viper
KFP3-promo-viper.png
Spoiler Alert!


Crane
KFP3-promo-crane1.jpg
Spoiler Alert!



Master Shifu
Shifu2.jpg
Spoiler Alert!


Tai Lung
Tai_Lung_Kung_Fu_Panda_1023.jpg
Spoiler Alert!
 
I like CA Grapple but I think the attack aspect is turn interruption?
Not sure.
Nerve Attack is really cool. May have to steal that for the Operative from Serenity/Firefly.
 
So I'm making cards for the Straw Hat pirates (One Piece) and I'm stumped on Sanji. I wrote all these powers for a rough draft, planning on cutting one, most likely Observation Haki. The Straw Hat symbol goes down by the super strength and flight symbols and only exists for the other figures that care about it (Luffy let's you take an extra turn with another Straw Hat for example). It doesn't do anything on its own. The one that's really holding me down is the Chivalry downside power. I know you're not supposed to refer to the gender/sex of a figure because that's ambiguous in terms of game mechanics, so I left it at 'she/her pronouns'. I'm considering scrapping it all-together, but it's a core part of his character that he never hits women, as both an ethical principle and a chain on his leg. There are numerous times throughout the series where he just gets beaten to a pulp or tags out with Nami or Robin because his opponent is a woman. And I felt it would be a decent, albeit strange restriction to accomodate all the power he has in Heroscape. But there are also a lot of women figures who don't have gendered pronouns in their card text, so it isn't consistent. I dunno, just looking for some feedback on this one. It's tough.

🔸 Vinsmoke Sanji
- Human
- Unique Hero
- Pirate Chef
- Medium 5
- Life 5
- Move 8
- Range 1
- Attack 4
- Defense 4

🌟 Ifrit Jambe Special Attack
Range 1. Attack 5.
When attacking with Ifrit Jambe Special Attack, each skull rolled counts as an additional hit. You may only use this Special Attack once during a round, and only during or after the 6th round.

🌟 Germa 66 Genetic Augmentation
When Sanji attacks with a normal attack, he may attack with a normal attack one additional time. At the end of each round, if there are Wound Markers on this card, roll the 20-sided die. If you roll 18-20, remove 1 Wound Marker from this card.

🌟 Master Chef
Instead of attacking, you may choose a figure adjacent to Sanji that has a Wound Marker on its Army Card. Roll the 20-sided die. If you roll 15-20, remove 1 Wound Marker from that figure's Army Card. You may not choose the same figure more than once during a game with this Special Power.

🌟 Observation Haki
When rolling defense against an attack from an opponent's figure, all blanks rolled count as extra shields.

🌟 Skywalk
When counting spaces for Sanji's movement, ignore elevations. Sanji ignores terrain effects from any tiles he moves onto.

🌟 Chivalrous to a Fault?
Sanji may not attack figures with 'she' or 'her' pronouns on their Army Cards.

🌟 Straw Hat Symbol
 
I like CA Grapple but I think the attack aspect is turn interruption?
Not sure.
Nerve Attack is really cool. May have to steal that for the Operative from Serenity/Firefly.


Hmmm, I may have to rework the coiled arm grapple. These would be my first customs, so i appreciate any feedback.
 
92481009_2584783981810774_3806096801061142528_n.jpg

NAME = WILLOW
SECRET IDENTITY = WILLOW ROSENBERG

SPECIES = UNDEAD
UNIQUENESS = UNIQUE HERO
CLASS = ACOLYTE
PERSONALITY = BRASH

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = ???


BORED NOW
When Willow attacks a figure with no revealed order markers on its card, add one to Willow's Attack number and after attacking, she may attack one additional time.

ORDER OF AURELIUS
After revealing an Order Marker on this card and taking a turn with Willow, you may take a turn with one Common or Uncommon Undead card you control.

VAMPIRISM
If an opponent's figure receives enough wounds from Willow's normal attack to be destroyed, remove a Wound Marker from this card. If the figure was a Unique Hero, instead of destroying it normally, place all wounds from the attack on that figure's card and remove up to 2 Wound Markers and all Order Markers from that card. If that figure has enough wounds to be destroyed, destroy it. Otherwise, take control of that figure and its Army Card. That figure's Species is now Undead instead of what is listed on the card. Vampirism never affects Undead, Androids, Constructs, or destructible objects.
 
She never appeared in a comic though as far as I can tell.
That art is the only thing close.
 
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