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Public Design Workshop 2.0

Also, it'd be cool if Disrupt could somehow work with Champions Uplink - it'd be juicy, but maybe Disrupt could apply for the rest of the turn instead of just during Viv's attack for the activation...so she could phase through someone then pass off the attack? Or Champions Uplink could just grant a move action or something.

I like the sound of that, makes her less at odds with herself and really let's both abilities do the most that they can.
 
Agreed with True, having her flow better with herself would be good and having her defense reduction only be for her attacks is a bit of a feel bad in my opinion.

Who should be in the team for her to be low cost? Feels like you could have 5 or 6 characters if you keep them around 170ish.
 
Circling back here, maybe something like this;
CHAMPIONS UPLINK
Prodigies you control are added to the Champions faction. Once per round, instead of an attack phase with a Champions Hero during its activation, you may choose another Champions Hero you control. Maneuver that Hero up to 2+X spaces, then it may use an attack phase. When that Hero rolls attack dice during that phase, it may reroll up to X dice. X is equal to the number of revealed Order Markers on Champions cards you control.
Feels like it could use a final pass to really simplify it down but I think I dig that core idea.
Who should be in the team for her to be low cost? Feels like you could have 5 or 6 characters if you keep them around 170ish.
Main issue is Amadeus Cho Hulk, who would feel pretty wrong any lower than 250. So I think you'd kinda have to squeeze the rest of the roster in around him?

EDIT: Here's another pass.
CHAMPIONS UPLINK
Prodigies you control are added to the Champions faction. Once per round, instead of a Hero you control’s move through attack phases during their activation, you may use a move phase with a Champions Hero you control then an attack phase with a Champions Hero you control. During these phases, Champions Heroes may reroll a combined total of up to X combat dice. X is equal to the number of revealed Order Markers on cards you control.
 
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Amadeus Cho (250) + Viv Vision (180) + Ms. Marvel (170ish) + Spider-Man (170ish) + Nova (170ish) still leaves 60 points to distribute. Seems doable unless you were deadset on fielding one more hero. You could probably just have a few swappable slots like Thing and She-Hulk with Fantasic Four and it'll look pretty good. So you'd probably still want Cyclops and Ironheart at least then?
 
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At first glance I'd be inclined to make Baby Cyclops 100 points so he's an easy add-in, then make Hulk closer to 300 and have [Ironheart + Wasp] hit the same value as him. (So you could swap out Hulk for those 2.) But that's just an immediate thought.
 
At first glance I'd be inclined to make Baby Cyclops 100 points so he's an easy add-in, then make Hulk closer to 300 and have [Ironheart + Wasp] hit the same value as him. (So you could swap out Hulk for those 2.) But that's just an immediate thought.
Definitely somethong worth looking at.
 
Never liked Civil War, and on paper while he is a way too edgy concept, I've always liked Penance for some reason, so here's a take. Unsure of a Class for Penance, maybe the last two abilities could be combined into one, and I added Mental Shield because Speedball is immune to Telepathy but I don't know if Penance should have that or not since his powerset was so different.

Penance_Relentless_Vol_1_1_Textless.jpg

NAME = PENANCE
IDENTITY = ROBBIE BALDWIN

UNIQUENESS = UNIQUE HERO
SPECIES = MUTATE
CLASS =
PERSONALITY = TORMENTED

SIZE/HEIGHT = MEDIUM 5

LIFE = 5 6

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

POINTS = ???

612 SPIKED SUIT
When you reveal a numbered Order Marker on this card, roll that many damage die against Penance takes that many wounds.

INTERNALIZE PAIN
If Penance would take 1+ wounds, place the same number of Pain Markers on this card, to a max of 3, then ignore 1 and place 1 Pain Marker on this card, to a max of 3.

REDIRECT HARM
If Penance has 1+ Pain Markers, he has Flying and Super Strength. Penance has +1 Range and +1 Attack for each Pain Marker on this card. When After Penance makes a Normal Attack, remove 1 Pain Marker.

FACTION = THUNDERBOLTS
PUBLISHER = MARVEL
KEYWORDS =
SYMBOLS = MENTAL SHIELD
 
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We've had a lot of Penance takes over the years, but this is a pretty darn cool one! Might be the cleanest that's ever been done.

Gut instinct is that he needs to be juiced a bit more - A max attack of 6 (or 5, it's a bit unclear when the marker removal triggers in relation to the attack) isn't a terrible payoff for what I'd assume would be a sub-200 point character, but the fact that he's hurting himself to do it definitely makes me wish there was a little more oomph. All it would take is 1 unlucky 3-skull roll on the Spiked Suit ability and he's almost half dead.
 
We've had a lot of Penance takes over the years, but this is a pretty darn cool one! Might be the cleanest that's ever been done.

Gut instinct is that he needs to be juiced a bit more - A max attack of 6 (or 5, it's a bit unclear when the marker removal triggers in relation to the attack) isn't a terrible payoff for what I'd assume would be a sub-200 point character, but the fact that he's hurting himself to do it definitely makes me wish there was a little more oomph. All it would take is 1 unlucky 3-skull roll on the Spiked Suit ability and he's almost half dead.

The intent is after so he should cap at 6. I was tempted to go 1 higher on the Defense which might help that issue a hair, plus you can always just not put the 3 on him, then even if he has the 1 OM and 2 OM, he's only risking 1 wound at most.
 
Neat design. You can get around the spiked suit by having another figure activate him, though you almost want to trigger spiked suit to build up pain markers.

Would making spiked suit automatic damage instead of damage dice help things? Then you can guarantee getting a pain marker and 0 wounds from OM1, though that makes OMs 2-3 much more costly.
 
Neat design. You can get around the spiked suit by having another figure activate him, though you almost want to trigger spiked suit to build up pain markers.

Would making spiked suit automatic damage instead of damage dice help things? Then you can guarantee getting a pain marker and 0 wounds from OM1, though that makes OMs 2-3 much more costly.
Yep. As for automatic versus damage dice, I'm not sure. Thinking on it, the guaranteed wounds probably make more sense thematically, and there is value in having guaranteed results for those Order Markers. If he gets that far, I would want to playtest the guaranteed wounds and if that's too much then pull back to damage die.
 
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Very cool design, been wanting to see Penance for a while!

I could honestly see going 6 Life here. He's gonna get worn down pretty quickly at 5 Life, so letting him take a bit more to do his thing would be nice.

Could also maybe see this as a take. Let's you dunk his health a bit but get Pain Markers a lot faster.
INTERNALIZE PAIN
If Penance would take 1+ wounds, place the same number of Pain Markers on this card, to a max of 3, then ignore 1.
 
Very cool design, been wanting to see Penance for a while!

I could honestly see going 6 Life here. He's gonna get worn down pretty quickly at 5 Life, so letting him take a bit more to do his thing would be nice.

Could also maybe see this as a take. Let's you dunk his health a bit but get Pain Markers a lot faster.

Yeah, I like that, with the cap of 3 markers, I'm not too concerned about them building up to fast, especially since they get spent quick enough.
 
4ba51Ac.png


NAME = LUKE CAGE

UNIQUENESS = UNIQUE HERO
SPECIES = MUTATE
CLASS = REBEL
PERSONALITY =

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

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

ALL POWER TO THE PEOPLE

Common figures on your team have the class of Rebel instead of what is listed on their card. Rebel allies have +1 Attack.

IT’S ABOUT POWER, MAN
When Luke Cage would take wounds, ignore 1, then add 1 Riot Marker to this card.

BREAK THE CAGE
During cleanup, you may select an enemy unit, then roll a D20, subtracting 1 for each active figure in that unit, adding 1 for each Riot Marker on this card and adding 2 if that unit has the lowest point cost of active figures in that team. On a 20+, add that unit to your team, take control of all figures on the card, then remove any Riot Markers on this card.

OR

During cleanup, you may remove X number of Riot Markers on this card to place X/2 defeated Common figures on your team within 4 spaces of Luke Cage.

FACTION = ULTIMATES
PUBLISHER = MARVEL
KEYWORDS =
SYMBOLS = SUPER STRENGTH, CROSSOVER
 
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This is obviously a design that would require fairly extensive playtesting and tweaking in all liklihood to make work properly in a way that isn't just horrible to play against but I thought it was an interesting way to tackle Ultimate Luke Cage
 
4ba51Ac.png


NAME = LUKE CAGE

UNIQUENESS = UNIQUE HERO
SPECIES = MUTATE
CLASS = REBEL
PERSONALITY =

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

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

ALL POWER TO THE PEOPLE

Common figures on your team have the class of Rebel instead of what is listed on their card. Rebel allies have +1 Attack.

IT’S ABOUT POWER, MAN
When Luke Cage would take wounds, ignore 1, then add 1 Riot Marker to this card.

BREAK THE CAGE
During cleanup, you may select an enemy unit, then roll a D20, subtracting 1 for each active figure in that unit, adding 1 for each Riot Marker on this card and adding 2 if that unit has the lowest point cost of active figures in that team. On a 20+, add that unit to your team, take control of all figures on the card, then remove any Riot Markers on this card.

OR

During cleanup, you may remove X number of Riot Markers on this card to place X/2 defeated Common figures on your team within 4 spaces of Luke Cage.

FACTION = ULTIMATES
PUBLISHER = MARVEL
KEYWORDS =
SYMBOLS = SUPER STRENGTH, CROSSOVER
Realized I never really commented here outside of the Break the Cage discussion on Discord! Setting that ability to the side for a minute, the design is cool.

For the first ability, I might give the +1 Attack to both Rebels and figures in the Ultimates faction. (If we're going with the idea that he's a "true" member of the team, which is probably a bit of a stretch but worth it for gameplay purposes.)

Always a tiny bit bummed to see a unique-ish defensive ability give way to Unstoppable Resilience, but it's a good fit here. He probably needs to only gain the markers from enemies, just to stop you from rolling your own damage dice against him or what have you.
 
Oh, and I might do "+1 Attack against adjacent figures" instead of a no-limits +1 Attack. That feels thematic and stops the ideal play from being just boosting whatever the juiciest possible ranged squad is.
 
Realized I never really commented here outside of the Break the Cage discussion on Discord! Setting that ability to the side for a minute, the design is cool.

For the first ability, I might give the +1 Attack to both Rebels and figures in the Ultimates faction. (If we're going with the idea that he's a "true" member of the team, which is probably a bit of a stretch but worth it for gameplay purposes.)

Always a tiny bit bummed to see a unique-ish defensive ability give way to Unstoppable Resilience, but it's a good fit here. He probably needs to only gain the markers from enemies, just to stop you from rolling your own damage dice against him or what have you.
In order for the defensive ability to generate Riot Markers (i.e., Luke is taking those beatdowns from the prison guards and inspiring others with his resilience) it felt like the ability itself needed to be a relatively simple and not super strong one

Also my conception of the Ultimates is that the faction is almost entirely gonna be Rebels except maybe Iron Lad and Doom but obvs I'd be willing to adjust Luke Cage's ability if that wasn't how we played it in the end
 
967777._SX1280_QL80_TTD_.jpg

NAME = RED QUEEN
IDENTITY = KITTY PRYDE / LOCKHEED

UNIQUENESS = UNIQUE HERO
SPECIES = MUTANT
CLASS = PIRATE
PERSONALITY = DARING

SIZE/HEIGHT = MEDIUM 4

LIFE = 4

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

POINTS = ???

AHOY MUTANTS!

Instead of Red Queen’s ordered activation, you may activate up to 2 Mutant or Pirate Unique Heroes, then end your turn. If this is not an activated Hero’s first activation of the round, they must skip either their move phase or their attack phase.

NOT JUST A PHASE
Red Queen can move through anything, her movement is unstoppable, and she ignores all wounds when attacked by non-adjacent figures. After Red Queen’s move action, you may choose 1 Small or Medium figure she moved through and place it adjacent to her.

LOCKHEED ASSIST
During Red Queen’s transition, you may choose a figure within 4 clear spaces. That figure has -1 Defense for the rest of the turn, and the next time it takes 1+ wounds this turn, it takes 1 Heat wound.

FACTION = HELLFIRE CLUB?
PUBLISHER = MARVEL
KEYWORDS =
SYMBOLS = STEALTH
Thought with Bishop moving at a nice pace, It'd be fun to bring back Pirate "Kate" Pryde. Krakoa-era Marauders was unfortunately a book I lost interest in pretty quick - I think they could've done a lot more with the emotional core of Kitty having a weird mid-life crisis - but it's a fun look for her and I always want to expand Pirate stuff in C3G.

The bonding take I went with is a weird mish-mash of Cyclops and Iron Man, but that should play well with the 1st Marauders team (mostly shown above - Bishop, Emma Frost, Iceman, Pyro...Storm is there for a bit.) She'll also fit in well with Starjammers whenever we finally get around to converting that crew, which is fun.

Swordplay was a last-minute toss-in that I could easily see dropping for simplicity's sake.
 
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Thought with Bishop moving at a nice pace, It'd be fun to bring back Pirate "Kate" Pryde. Krakoa-era Marauders was unfortunately a book I lost interest in pretty quick - I think they could've done a lot more with the emotional core of Kitty having a weird mid-life crisis - but it's a fun look for her and I always want to expand Pirate stuff in C3G.

The bonding take I went with is a weird mish-mash of Cyclops and Iron Man, but that should play well with the 1st Marauders team (mostly shown above - Bishop, Emma Frost, Iceman, Pyro...Storm is there for a bit.) She'll also fit in well with Starjammers whenever we finally get around to converting that crew, which is fun.

Swordplay was a last-minute toss-in that I could easily see dropping for simplicity's sake.

I only read the first bunch of the second Krakoan Marauders book, which had a few interesting additions to the line-up like Akihiro (Daken), Aurora, and Cassandra Nova (who found and bonded to a mutant symbiote at one point), still, this take on Kitty's time as Captain Kate looks fun. Not Just a Phase is a great ability name, I love seeing Lockheed get some love, and I like that Ahoy Mutants has some synergy with the buffs Bishop'll be looking to bring. For the faction, if we wanted to keep the team separate from both classic incarnations of the Hellfire Club and the Marauders, you could go with Hellfire Trading Club since they were rebranded at the time.
 
Thought with Bishop moving at a nice pace, It'd be fun to bring back Pirate "Kate" Pryde. Krakoa-era Marauders was unfortunately a book I lost interest in pretty quick - I think they could've done a lot more with the emotional core of Kitty having a weird mid-life crisis - but it's a fun look for her and I always want to expand Pirate stuff in C3G.

The bonding take I went with is a weird mish-mash of Cyclops and Iron Man, but that should play well with the 1st Marauders team (mostly shown above - Bishop, Emma Frost, Iceman, Pyro...Storm is there for a bit.) She'll also fit in well with Starjammers whenever we finally get around to converting that crew, which is fun.

Swordplay was a last-minute toss-in that I could easily see dropping for simplicity's sake.

I'd be pro dropping Swordplay I think. I don't think every random person with a sword needs it and like there's already a lot to build around here without feeling like you have to dig up an attack booster for her imo.

The bonding needs some more restrictions I'd think? Like right now its a way supped up version of Cyclops's deal, and he's a pretty decent card.
 
Time to see if the people truly crave the Combos:

NAME = COMBO MAN
IDENTITY = RICK WILDER

UNIQUENESS = UNIQUE HERO
SPECIES = MUTATE
CLASS = FIGHTER
PERSONALITY = FLAVORFUL

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 5
ATTACK = 4
DEFENSE = 6

POINTS = YES

COMBOS COMBINATION

Combo Man has the species of Hodomurian, Mutant, Symbiote, and Zenn-Lavian. Instead of his move phase, Combo Man may do two of the following:
• heal 1 wound.
• maneuver up to 3 spaces with stealth.
• give all allies in clear sight +1 attack until the end of the turn.
• roll 1 damage die against an adjacent figure.
• add +3 to his range for this activation.
• have all damage he deals this activation be heat damage.
• remove an unrevealed Order Marker from his card. If he does, he has +1 hit when attacking this activation.
• add 1 to his Attack for each Wound he has for this activation.
• knockback a figure within 3 clear spaces 3 spaces.
• place a figure within 3 clear spaces within 3 spaces of its current postion.
• ignore needing clear sight for attacks and abilities for this activation.
• move an item from an adjacent enemy’s card to this card.
• place 1 ammo marker on an item equipped by Combo Man.
• gain Mental Shield for this activation.

FACTION = AVENGERS
PUBLISHER = MARVEL
KEYWORDS = Gamma, Power Armor, Food
SYMBOLS = FIRE RESISTANCE, TOXIC RESISTANCE, FLYING, SUPER STRENGTH
 
I'd be pro dropping Swordplay I think. I don't think every random person with a sword needs it and like there's already a lot to build around here without feeling like you have to dig up an attack booster for her imo.

The bonding needs some more restrictions I'd think? Like right now its a way supped up version of Cyclops's deal, and he's a pretty decent card.
Heh yeah, I think I meant “instead of Red Queen’s ordered activation” and just got turned around while iterating on the ability.

The main reason I like Swordplay is that 2 of her closest allies in this era (Emma Frost, Bishop) already do attack boosts.
 
fmUX2Er.jpeg
Side A:
NAME = CAPTAIN MARVEL
IDENTITY = CAROL DANVERS

UNIQUENESS = UNIQUE HERO
SPECIES = MUTATE
CLASS = CHAMPION
PERSONALITY = DRIVEN

SIZE/HEIGHT = MEDIUM 5

LIFE = 8

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

POINTS = ???

HIGHER, FASTER, FURTHER

When you win initiative by at least X, roll X combat dice and place them into an Energy Pool. X is the round number. Before activating Captain Marvel, if there are 1+ dice in her Energy Pool, you may flip this card.

BINARY ENERGY MANIPULATION
After Captain Marvel rolls combat dice, you may either remove up to 2 dice from her roll and place them into her Energy Pool, or add 1 die from her Energy Pool to her roll.

THE HEAVY
After Captain Marvel combats an enemy within 5 clear spaces, if she has more:
* hits than the enemy, you may roll 1 damage die against that enemy.
* blocks than the enemy, you may knockback that enemy 1 space.
* feints than the enemy, you may maneuver 1 ally up to 4 spaces. That ally ignores swipes from that enemy.

FACTION = AVENGERS
PUBLISHER = MARVEL
KEYWORDS =
SYMBOLS = FLYING, SUPER STRENGTH
Side B:
NAME = CAPTAIN MARVEL
IDENTITY = CAROL DANVERS

UNIQUENESS = UNIQUE HERO
SPECIES = MUTATE
CLASS = CHAMPION
PERSONALITY = DRIVEN

SIZE/HEIGHT = MEDIUM 5

LIFE = 8

MOVE = 8
RANGE = 5
ATTACK = 7
DEFENSE = 6

POINTS =

BINARY ENERGY BURNOUT

During cleanup and after combat where Captain Marvel attacked, remove 2 dice from Captain Marvel's Energy Pool. Then if there are no dice in her Energy Pool, flip this card.

THE SUPERHEAVY
After Captain Marvel combats an enemy within 5 clear spaces, if she has more:
* hits than the enemy, you may inflict 1 wound on that enemy.
* blocks than the enemy, you may knockback that enemy 3 spaces.
* feints than the enemy, you may maneuver 2 allies up to 4 spaces each, with Stealth.

FACTION = AVENGERS
PUBLISHER = MARVEL
KEYWORDS =
SYMBOLS = FLYING, SUPER STRENGTH

Slightly tweaked version of a Carol write-up I had kicking around. Life and points are both kinda up in the air here, admittedly - willing to float those to wherever we want them. I went kinda high on Life mostly to make sure she stuck around a bit and had a chance to play with the dice pool stuff.

EDIT: Made one little tweak since posting this, which was switching Energy Manipulation to let her charge 2 dice at a time but only spend 1 (previously she was spending 2 and charging 1). I think being able to pile up dice a little more quickly and not being able to pump them out makes the flip more attractive.
 
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