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

There's probably something I can do for his personality or somesuch for a second power but I haven't finished JJBA Part 5 yet so I'll hold out on that until I do

But I wanted to get the basic idea down
 
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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

HAMON USER

Undead, Lycanthrope and Pillar Men figures roll 2 fewer defense dice against this JoJo's attacks. At the end of each round, roll the 20-sided die. On a 15 or more, remove one wound marker from this card.

SUNLIGHT YELLOW OVERDRIVE

Once per round, you may attack up to two additional times with this JoJo's normal attack.

INDOMITABLE SPIRIT
If there are 3 or more wound markers on this card, when this JoJo attacks an opponent's figure, add 1 automatic skull to whatever is rolled.
 
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Joseph.Joestar.full.1838561.jpg



NAME = JOJO
SECRET IDENTITY = JOSEPH JOESTAR

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

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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


HAMON USER
Undead, Lycanthrope and Pillar Men figures roll 2 fewer defense dice against this JoJo's attacks. At the end of each round, roll the 20-sided die. On a 15 or more, remove one wound marker from this card.

CLACKER VOLLEY SPECIAL ATTACK

Range 5 Attack 3
You may attack two times with this special attack, then, if no wounds were dealt by this special attack this turn, you may use this special attack one additional time.

"YOUR NEXT LINE IS..."
Before an opponent reveals an Order Marker, you may select one unrevealed Order Marker on that opponent's army cards. If your opponent reveals the Order Marker you just selected, and the figure on that army card is in clear sight of this JoJo, subtract 1 from that figure's Attack and add 2 to this JoJo's Defence for the rest of this turn.
 
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Okay, my experience with Jojo is:

1) I have a bunch of friends who are into it and sometimes I get tricked into thinking there's classic rock discussion in the group chat.

2) I saw an episode with a small child trapped in some kind of time loop where he was trying to kill his dad with a cactus and everyone kept dying. Very prominent product placement for Pepsi. Didn't make a whole hell of a lot of sense.

So coming from that level of knowledge...

Mista Guido
Interesting design. Re-rolling dice is strong, but the cap on re-rolling six dice a round limits him. 'Gangstar' might be a bit niche as a class (assuming that's an actual team name and not a typo?), but it could make sense depending on the mechanical needs of the faction. The language could use some tweaking here and there, but I think it's pretty sound overall: neat little restrained design.

Jonathan
Is there a really strong thematic reason for the dual personality? Because I don't see a mechanical reason and unless he's known in-fiction as "Jonathan, the man who has two personalities", I'd just pick one or the other. The third power reads more like 'unconquerable' or something than 'noble', but I get the gist of what you're going for.

The other two powers... no idea what all this is about. Mechanically speaking, it would make more sense to me if the healing was by itself and the two attack effects were together.

Joseph
Hamon User again, but this time it has a bonus against Pillar Men, who.... don't exist yet? The card would be cleaner if Hamon User incorporated SAs as well as normals, so Clacker Volley didn't have to repeat that language again.

"Your Next Line Is..." is interesting. Does it make sense for him to decrease someone's attack even when they're going after someone else?
 
Jonathan
Is there a really strong thematic reason for the dual personality? Because I don't see a mechanical reason and unless he's known in-fiction as "Jonathan, the man who has two personalities", I'd just pick one or the other.
Technically, it makes him weak to Loki and immune to Meteorite's Manipulation while also giving him immunity to fear based abilities. Not exactly major, though. :)
 
1. The Part 5 team are generally known as "Gangstars" so I was gonna synergise them specifically. Though if I wasn't going to use that class, I don't know what I would.

2. Valiant and Fearless just kind of felt like they go hand in-hand for Jonathan, he stares down a lot of freaky stuff so I felt like he should be immune to stuff like Scarecrow, but at the same time he's absolutely "Valiant" as his predominant nature. I'm not married to this idea though.

3. The Hamon User ability is meant to be generic across several characters, hence why I merged a couple of effects in.

4. I forgot to add Pillar Men to Jonathan's as well lol, oops

5. You're right, I'll just put Hamon User for SAs too.

6. "Your Next Line Is..." basically represents Joseph psyching out his opponents, which usually catches them off-guard. The debuff is meant to be an abstract representation of the distraction/psyche out hesitation/whatever asspull Joseph just performed is
 
Joseph's tactics can be justifiably described as the marrying of elaborate trickery with insane luck, which didn't feel like there was an easy way to represent that
 
In terms of Valiant and Fearless... I'd throw Fearless in the leftbox since that one is more mechanically relevant (though Valiant does have a few interactions, like Lazy points out), and then communicate his valor through the powers without directly dual-tagging him. You've already got that nobility power in there, so I don't think it's much of a reach.

:up: to other responses/tweaks.
 
Any thoughts on Psycho Mantis while you’re here?

I'd probably drop the defense stuff from the Castlevania power and break that out into its own (maybe straight up lift Grodd's Psychokinetic Defense?). Then just let the Castlevania power be its own little 'meta' thing.

Also, if I'm getting the reference right (the game would poke through your memory so that Psycho Mantis could shout out other games you played while you were fighting him?), I wouldn't use one of his actual lines from the game. I would replace the Castlevania reference with some kind of meta Heroscape reference - doing the analogous thing for his new environment, basically.

(EDIT: he does look like a fun Terrorist design, though)
 
Any thoughts on Psycho Mantis while you’re here?

I'd probably drop the defense stuff from the Castlevania power and break that out into its own (maybe straight up lift Grodd's Psychokinetic Defense?). Then just let the Castlevania power be its own little 'meta' thing.

Also, if I'm getting the reference right (the game would poke through your memory so that Psycho Mantis could shout out other games you played while you were fighting him?), I wouldn't use one of his actual lines from the game. I would replace the Castlevania reference with some kind of meta Heroscape reference - doing the analogous thing for his new environment, basically.

(EDIT: he does look like a fun Terrorist design, though)
I love that idea. :)
 
That’s a great idea! I thought of doing another board game, but I hadn’t thought of another Heroscape thing. C3V maybe?
 
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The figure used for this unit is a ??? figure from the ??? set.
Its model number and name are #??? / ???.

NAME = SIEGFRIED
SECRET IDENTITY = SIEGFRIED SCHTAUFFEN

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = KNIGHT
PERSONALITY = REPENTANT

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = ???


DEFENSIVE STANCE
Start the game with a white Counter Marker. Instead of attacking with Siegfried, you may place the Counter Marker on this card. While the Counter Marker is on this card, add 1 automatic shield to Siegfried's defense, and when Siegfried defends against an adjacent normal attack, count all excess shields as unblockable hits on the attacking figure. After Siegfried attacks or inflicts one or more wounds with this special power, remove the Counter Marker from this card.

SWEEPING BLADE SPECIAL ATTACK
Range Special. Attack 4.
Choose two spaces within 1 space of Siegfried that are also within 1 space of each other. All other figures on or within 1 space of the chosen spaces that are no more than 3 levels higher than Siegfried's height or 3 levels lower than his base are affected by this special attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
__________________________________________________________​
Bio - Siegfried is a knight who mistakenly killed his own father as a young man. Driven mad by grief, he sought out the demonic blade known as Soul Edge, and made a pact with it in order to try to fix his mistake. Thus, Siegfried became the host to the sword's will, and terrorized Europe as Nightmare. Now freed from the sword's influence, he struggles to atone for his sins.

I've had vague ideas about Soulcalibur characters for a while now, but I'm not exactly racing to design them... no minis and not much in the way of comics to their names either.

(Also I'm not exactly an expert... I played a lot of Soulcalibur back when I played, but that was probably like a decade ago now :lol:)

Figured I may as well throw this out here rather than just letting it sit in my brain, though.
 
Not too much to say, but I like him. Feels about right from what I remember.

Yeah, he's kind of a straightforward design, which is probably why he's more solid in my mind than a lot of the still-vague concepts I have for other characters.
 
OMFG that's a bloody massive sword. No one could wield that.

Yeah, it's absurdly large. Soulcalibur is set in a world with fantasy elements, though (Greek gods and magic swords and other nonsense exist), so I'm inclined to just give it a pass.
 
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