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Public Design Workshop 2.0

Looks really fun! I feel like it'd be pretty easy for her in her current state to easily accumulate energy since you can just sack off dice to the pool that you don't really need for that specific roll, and with the high numbers she has she'll usually get that. I could see her attacking DOs early for some quick build up.
 
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NAME = WHITE RANGER
IDENTITY = TOMMY OLIVER

UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = RANGER
PERSONALITY = HONORABLE

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = 240

GO WHITE RANGER!

Instead of White Ranger’s ordered activation, you may activate 1 Ranger Unique Hero you control that is within 5 clear spaces of White Ranger. If that figure or a Vehicle it is driving attacks during that turn, you may use Saba Strike Special Attack with White Ranger. If that figure or Vehicle does not attack, you may use Combat Flip 12 with up to 3 different Ranger Unique Heroes you control.

SABA STRIKE SPECIAL ATTACK
Range 2. Attack 5.
If White Ranger did not move this turn, he may reroll up to 2 attack dice. If this attack inflicts 1 or more wounds, roll 1 additional attack die against a different enemy figure within 2 spaces of the defender.

COMBAT FLIP 12
During White Ranger's transition and after combat against an enemy, you may maneuver him up to 2 spaces. During this maneuver, White Ranger has Flying and Stealth, but may not move more than 12 levels up or down.

FACTION = POWER RANGERS
PUBLISHER = HASBRO
KEYWORDS =
SYMBOLS = SUPER STRENGTH

Design Notes:
White Ranger represents Tommy Oliver stepping into his role as the new team leader following the loss of his Green Ranger powers. This design elevates him above his previous form by granting tactical flexibility and leadership support through Go White Ranger!, allowing him to coordinate his allies' turns or reposition them across the battlefield. His Saba Strike Special Attack reflects his increased combat prowess and connection to the sentient Saba sword.

At 240 points, White Ranger is the most expensive of the core Power Rangers and cannot easily be fielded alongside all five original teammates. This is by design—his inclusion signals a strategic shift in the Power Rangers faction. In the lore, after Tommy becomes White Ranger, Jason (Red Ranger), Zack (Black Ranger), and Trini (Yellow Ranger) eventually depart the team to attend a peace conference. They are replaced by Rocky, Adam, and Aisha, who take on the mantles of Red, Black, and Yellow Rangers.

There is opportunity for future designs to explore these second-generation Rangers as distinct figures, with lower costs and to flesh out a full 1000 point army, opening new team-building options that better support White Ranger at this point cost. This card is a step toward evolving the Power Rangers faction beyond its original lineup, while remaining grounded in its narrative.

Resources and Rulings
  • The suggested figure for this unit is a Nano Metalfigs figure from the Power Rangers set named White Ranger
  • See this card's wiki page for synergies and strategies!
Credits
  • Legacy design:
  • Playtesters:
    • ...
    • ...
  • Card art: ...
  • Comic creators: ...
Updates
  • N/A
 
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You can have clear sight on your allies through vehicles, so don't need the vehicle bit in the first line of the first ability.

Cool to see this guy!
 
GWR doesn't need the vehicle bit for the first part as Bats said. I think you need clearer timing on when you're getting the attack/combat flip stuff. Not really clear when that's happening as written. More like "after activating that Ranger, if that Ranger or a vehicle they're driving attacked during that activation, blah blah blah."

You also might want like "attacked an enemy or object" or some such so peeps don't like attack a friendly to get Tommy's SA going? Not super likely to matter, you'd only do it if like you were moving someone up and they didn't have an enemy to hit as a Hail Mary, but like, still a bit weird the 1% of the time it would come up?

I think you'd also need to spell out that Tommy gives vehicles he's driving his SA earlier in the power or something if the intent is any vehicle can use it. Right now it reads as like it only works with a vehicle that somehow has the SA naturally (unless the idea is like the Tigerzord would have it and he specifically works with it).

Could maybe see ditching the "end the turn" there since like.. it's not a super crazy effect that needs a ton of futureproofing IMO. Could give Rocky more of a window to do like a sidekick / support fire deal. But idk, kinda depends on where the second Ranger team goes.

On the SA, what is the intent of this line:

"If this attack inflicts 1 or more wounds, roll 1 additional attack die against a different enemy figure within 2 spaces of the defender."

Cause to me it reads as you're literally making an attack of one against someone. Which is basically useless.

Is it supposed to be a damage die? Or like you're making a new attack with +1 attack?
 
beast-and-brand.jpg

NAME = BEAST
IDENTITY = HANK MCCOY

UNIQUENESS = UNIQUE HERO
SPECIES = MUTANT
CLASS = AGENT
PERSONALITY = CALCULATING

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = ???

ELEMENT-ARY DEDUCTION

Instead of Beast’s attack action, you may choose a figure within 3 clear spaces to have either -1 Defense or a Weakness to a damage type of your choosing for the rest of the turn.

BIO-WEAPON INJECTION
Once per round, instead of Beast’s attack action, you may choose an adjacent figure. Roll a d20. The chosen figure takes X Toxic wounds, where X is the result of your roll divided by 5, rounding down.

BEAST MODE 3
After Beast’s activation, if he has 3+ wounds, you may activate Beast a second time.

PUBLISHER = MARVEL
FACTION = S.W.O.R.D.
KEYWORDS = Science
SYMBOLS = SUPER STRENGTH
Porting this over from Discord with some discussed changes. Still not sure Beast Mode totally dovetails with Brand's leadership but it's at least closer.
 
Instead of a second activation, Beast could maybe maneuver and get a second attack action. Then, if he's the second figure activated by Brand, he takes full advantage of it, and it plays a little more in line with base Beast's double attack shenanigans. You could go even further and have it be d20 based instead of wound to further tie synergies between the two.
 
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I suppose if we really wanted him to super slot into Brand you could do some sorta like...

At the end of your turn, if Beast was activated this turn and has 3+ wounds, you may maneuver him up to (some number of) spaces, then he gains an attack action.

So you could basically 'delay' an attack from him on his OM to still get her bonding going.
 
Also, since the people (and by people I mean like Archie and Bats) demanded it:

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NAME = BETTY CLAWMAN
IDENTITY =

UNIQUENESS = UNIQUE HERO
SPECIES = MANIFESTATION
CLASS = Mentor or Guide or something?
PERSONALITY = WISE

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = YES

ASTRAL GUIDE

During setup, place Betty Clawman in the Astral Plane, then choose an ally Unique Hero that has the Telepath keyword or Magical Affinity and does not have a Tether Marker on its card. Place Betty’s Tether Marker on the chosen Hero’s card. While the Tether Marker is on that card, the chosen Hero is Betty's Tether.

WARNING FROM BEYOND
Allies in her Tether's Faction may reroll 1 die when defending.

TRIAL OF THE DREAMTIME
Instead of activating her Tether, you may activate Betty. If an ally Manifestation is defeated by Betty, ignore any wounds it would inflict on its Tether and heal the same number of wounds from its Tether instead.

FACTION = NEW GUARDIANS
PUBLISHER = DC
KEYWORDS = Telepath
SYMBOLS = Flying
 
GWR doesn't need the vehicle bit for the first part as Bats said. I think you need clearer timing on when you're getting the attack/combat flip stuff. Not really clear when that's happening as written. More like "after activating that Ranger, if that Ranger or a vehicle they're driving attacked during that activation, blah blah blah."

You also might want like "attacked an enemy or object" or some such so peeps don't like attack a friendly to get Tommy's SA going? Not super likely to matter, you'd only do it if like you were moving someone up and they didn't have an enemy to hit as a Hail Mary, but like, still a bit weird the 1% of the time it would come up?

I think you'd also need to spell out that Tommy gives vehicles he's driving his SA earlier in the power or something if the intent is any vehicle can use it. Right now it reads as like it only works with a vehicle that somehow has the SA naturally (unless the idea is like the Tigerzord would have it and he specifically works with it).

Could maybe see ditching the "end the turn" there since like.. it's not a super crazy effect that needs a ton of futureproofing IMO. Could give Rocky more of a window to do like a sidekick / support fire deal. But idk, kinda depends on where the second Ranger team goes.

On the SA, what is the intent of this line:

"If this attack inflicts 1 or more wounds, roll 1 additional attack die against a different enemy figure within 2 spaces of the defender."

Cause to me it reads as you're literally making an attack of one against someone. Which is basically useless.

Is it supposed to be a damage die? Or like you're making a new attack with +1 attack?

Responding to these notes:

I agree with removing the vehicle inclusion and removing the part that says end your turn. Here's the updated ability, also updating the original submission.

GO WHITE RANGER!
Spoiler Alert!


Regarding the timing of the flips, the idea is that the figure that's activated instead of the White Ranger doesn't attack during that activation, you can Combat Flip 12 with up to 3 different Rangers. If that figure does attack, you can use Saba Strike Special Attack with White Ranger, I'm removing the part that says he can use it with a vehicle he occupies. That can get messy and not make sense with miscellaneous vehicles.

On the Special Attack, the intent of "If this attack inflicts 1 or more wounds, roll 1 additional attack die against a different enemy figure within 2 spaces of the defender," is that if he wounds 1 figure with the attack, he can also damage another one of the opponents figure with the additional attack die, with potential undefendable wound, showing off his combat prowess, in attacking two figures with a follow-up "attack." It wouldn't be an attack of one, if it would just be a damage die that the opponent doesn't roll defense dice against.
 
Tweaking this design a bit to simplify her. First power now just takes control of a figure for the turn and moves them a bit, with a defense debuff against her if they're adjacent to her. Kit otherwise remains pretty similar.

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NAME = SATANA HELLSTROM

UNIQUENESS = UNIQUE HERO
SPECIES = DEMON / HUMAN
CLASS = HELL LORD / CREATURE
PERSONALITY = FLIRTATIOUS
SIZE/HEIGHT = MEDIUM 5

LIFE = 6

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

POINTS = ???

DEMONIC ENTHRALLMENT

During Satana’s transition, you may choose a character within 5 clear spaces that is not a Robot or does not have the Undead keyword and roll 1 combat die. On a skull, take control of that figure, maneuver that figure up to 2 spaces closer to Satana, and while it is adjacent to Satana this turn it has -2 Defense against her normal attacks. Return control of that figure at the end of your turn or if it receives 1+ wounds.

SOUL SEEKER
Anytime a character within 5 spaces of Satana that is not a Robot or Undead is defeated, you may roll 1 combat die. On a skull, or if that figure was adjacent to Satana, she heals 1 wound and you may place that figure on this card, to a max of 3 figures. When Satana rolls combat dice, you may remove a figure on this card to reroll up to 2 dice.

MAGICAL DEFENSE 2
When an enemy without Magical Affinity attacks Satana, she ignores all but 2 wounds from that attack.

FACTION = LEGION OF MONSTERS
PUBLISHER = MARVEL
KEYWORDS =
SYMBOLS = FLYING, MAGICAL AFFINITY, SUPER STRENGTH
 
Without fully remembering the original version, it looks good! I feel like she could use just a tad more simplification, but seems like a fun design to play with Man-Thing.
 
I'd be down for more simplifying, not sure what that'd be though. Remove the roll on Soul Seeker, and take something out of Demonic Enthrallment?
 
Porting over a West Coast Avengers double feature from the Discord! Both of these designs are meant to pair well with Avengers Hawkeye especially.
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NAME = IRON MAN
IDENTITY = JAMES RHODES

UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = CRIME FIGHTER? CHAMPION?
PERSONALITY = CONFIDENT

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

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

POINTS = ???

HIS OWN IRON MAN

During setup, start an Iron counter on this card at 0. At the start of Iron Man's ordered activation, increase his Iron counter by 1. After combat where an enemy within 4 clear spaces attacked Iron Man and had X or fewer hits;
• that enemy cannot make move actions for the rest of the turn.
• you may place Iron Man adjacent to that enemy, taking any swipes. If you do, that enemy cannot make attack actions for the rest of the turn.
X is the value of Iron Man's Iron counter.

HIGH-TECH PROTECTOR
Once per turn, instead of a Unique Hero you control’s move phase, you may roll 1 damage die against a figure that is adjacent to that Hero and within 4 clear spaces of Iron Man. On a skull, knockback that figure 1 space. If it is Iron Man’s activation, instead of his attack phase you may use this ability against that figure again, even if it is no longer adjacent to an ally or within 4 clear spaces of Iron Man.

ASSEMBLED AVENGER ATTACK
When attacking normally, Iron Man has +1 Attack, to a max of +4, for each ally in the Avengers faction or with the Power Armor keyword that could also attack the defender with a normal attack.

FACTION = AVENGERS
PUBLISHER = MARVEL
KEYWORDS = Power Armor
SYMBOLS = FLYING, SUPER STRENGTH
I'm being a little cheeky here by reusing Avengers War Machine's power, but I think it fits. The 1st power I've been really struggling with...I know I want something that pushes him to being a bit more "independent" and it'd be cool to rep tricky Iron Man tech in the same power...not sure this is 100% though.

Bats mentioned the idea of just giving him Double Attack during his ordered activation, which certainly works but feels a little crunchy IMO, especially when he's meant to be a Hawkeye pairing.
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NAME = MOCKINGBIRD
IDENTITY = BARBARA MORSE

UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = AGENT
PERSONALITY = TRICKY?

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

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

POINTS = ???

UNFLAPPABLE AGENT

At the end of Mockingbird’s ordered activation, if she did not move 1+ spaces during that activation, she gains a move action. Then, if she did not inflict 1+ wounds during that activation, she gains an attack action.

STAFF TRIP 12
After Mockingbird's move phase, you may choose an adjacent enemy and roll a d20. On a 14+, you may push the chosen figure 1 space, ignoring swipes.

AGILE DISTRACTION
Enemies adjacent to Mockingbird have -1 Defense if they have moved 1+ spaces this turn and -1 Defense if Mockingbird has moved 1+ spaces this turn.

FACTION = AVENGERS
PUBLISHER = MARVEL
KEYWORDS =
SYMBOLS = STEALTH
Mockingbird obviously has some ties to both Hawkeye and Rhodey, and should be able to provide some pretty crazy debuffs until her fragility gets the better of her.
 
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Hello! I'm new here, but I've been designing custom cards for other games (most predominately Yu-Gi-Oh!) for a good 15+ years. Ronin introduced me to C3G Heroscape recently (we know each other from somewhere else) and I really enjoyed the matches we had, so I decided to pop in and give myself a go at it! Now I know I need to do playtesting and more in order to actually submit anything, but I wanted to still get some feedback as I've been designing cards (with Ronin giving me some advice to not word things like ass) since I played and...well it'd be nice to get public feedback and grow!

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I heard that the project apparently was lacking in Spectacular Spider-Man cards and I quite enjoyed that show, so I decided to start there. There's also apparently no Tombstone card and I rather enjoyed his portrayal in the show, so I thought he might be a good place to start with. Note that since I'm still pretty green to Heroscape and the project, there were a few fields I didn't enter either because I was still deciding it or uncertain of how it would be done or the like. Anyway, here's the card!

NAME = Tombstone
IDENTITY = L. Thompson Lincoln

UNIQUENESS = Unique Hero
SPECIES = Human?
CLASS = Crime Lord
PERSONALITY = ??? (Not sure exactly what I'd want to put here)

SIZE/HEIGHT = Medium 5

LIFE = 5

MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 6

POINTS = ???

THE BIG MAN OF CRIME
Allied Criminals with 4 or less Attack gain +1 Attack and with 4 or less Defense gain +1 Defense. Once per turn, when Tombstone or an allied Criminal attacks an enemy unit with an Order Marker on it on your turn and inflicts at least one Wound, you can view 1 Order Marker on that card. Activate a number of allied Criminals you control equal to the number on that Order Marker. Order Marker X is treated as 2.

NO WITNESSES DOWN HERE
When Tombstone targets an adjacent Small or Medium enemy for an attack, you may roll a d20. If the result is 7+, place that unit adjacent to Tombstone on an equal or lower elevation to him and Tombstone gains +1 Hit for this attack.

CLEANING UP THE MESS
When an allied Criminal within 4 clear tiles of Tombstone is defeated, maneuver (move?) Tombstone up to 4 spaces. If he ends adjacent to the unit that defeated the allied Criminal, roll 1 (2?) damage die.

FACTION = ??? (I assume not since the only faction he could possibly fit in is himself?)
PUBLISHER = Marvel
KEYWORDS = ???
SYMBOLS = Super Strength

A few notes: The first ability I wanted to give a feel of "looting" because Tombstone's entire thrust in the show is that he is, ultimately, keeping his common criminal enterprise going by distracting superheroes like Spider-Man and doesn't have an interest in any wild supervillainy. He's hiring store robbers, street thugs and whatnot. So I gave it a "looting" feel of relying on an opponent's Order Marker for activation efficiency, allowing him possibly quite good efficiency but pretty inconsistently (especially with his 4 Attack). I didn't make X a whiff because that felt overly punishing on an efficiency card like this, so I picked 2 because it is the natural midpoint on the 1-3 scale. It also only looks at the Order Marker rather than truly steals it because that felt probably OP on a card like this. No Witnesses Down Here is based on his Gangland fight and general difference in affable public persona vs. criminal private persona, dragging opponents down to his level where nobody can see and getting in a free hit on the sneak attack (just like said fight was him sneak attacking Spidey). The +1 Hit also allows him to potentially more easily get off his Big Man ability. The last ability is based on the Green Goblin attack on his party and his general sense of more responsibility and less blatant cruelty compared to the major supervillains, so he comes in to help his goons when they get defeated and can swing a punch at whoever took them out. It also helps represent the speed he has in the first Spider-Man fight. The 5/4/6 stat-line emphasizes his tankiness that the show feels like it emphasizes, and feels like a very useful statline for an efficiency guy: This feels reasonable as an outside because of the fact his efficiency is quite unreliable overall. Hopefully this card isn't too off base, anyway!
 
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Welcome.
Good stuff. I can see 5 Life here (Tombstone is certainly a tough guy, is he some kind of mutant?), 6 Defense feels a bit high but may be OK.
That first power feels a bit hard to judge without testing, a lot of potential there but I am not entirely sure how great it is. I could see some additional restriction there, like maybe just activating Criminal squad or common figures. Hard to say without seeing it in action.
The second power seems limited and may rarely come into play but when it does it is quite the boost. Would need some additional wording in there to exclude Huge and maybe Large figures. I do not see him doing this to mecha.
Third power looks good, it is spaces instead of tiles for wording.
 
Welcome.
Good stuff. I can see 5 Life here (Tombstone is certainly a tough guy, is he some kind of mutant?), 6 Defense feels a bit high but may be OK.
That first power feels a bit hard to judge without testing, a lot of potential there but I am not entirely sure how great it is. I could see some additional restriction there, like maybe just activating Criminal squad or common figures. Hard to say without seeing it in action.
The second power seems limited and may rarely come into play but when it does it is quite the boost. Would need some additional wording in there to exclude Huge and maybe Large figures. I do not see him doing this to mecha.
Third power looks good, it is spaces instead of tiles for wording.
Good point about the larger figures, I'll limit it to Small or Medium figures and fix up the wording on it.

It's kinda ambiguous what Tombstone is in Spectacular which is why I put species as "human?" TBH. There's nothing to indicate he isn't human in the show but he's oddly impervious to pain, he's got superhuman strength + toughness and his teeth are pointy and fanged. He could be genetically engineered or a mutant or Something but it isn't ever stated he's not just a guy in the end.
 
Considering it seems likely I'll stay around and that lots of people have little link-up spaces for public designs they're workshopping. It seems to me like I should get one too, so I am putting it here. Sorry for double posting but it'd been a few days so figured doing it for a link-up space was fine!

Marvel

Tombstone (Spectacular Spider-Man)

DC

Martian Manhunter (DCAU)
 
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NAME = Martian Manhunter (DCAU)
IDENTITY = J'onn J'onzz

UNIQUENESS = Unique Hero
SPECIES = Martian
CLASS = Leader (This card clearly is taking from multiple episodes where J'onn takes the lead on coordinating the Watchtower and teams, so I wonder if there's something even better too)
PERSONALITY = Introspective

SIZE/HEIGHT = Medium 5

LIFE = 6

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

POINTS = ???

TABULA RASA
During setup if all allies are the same Species, Class or Faction, Martian Manhunter gains that attribute(s). Martian Manhunter and allies he shares an attribute with are considered in clear sight of each other. At the start of each round, all allies with the same attributes as Martian Manhunter gain your choice of +1 Attack, +1 Defense, +1 Movement, or +1 Range.

IS BEING HERE WHAT YOU TRULY DESIRE?
When your opponent targets an allied figure within 4 clear tiles of Martian Manhunter for an attack, roll a d20. On a 13+, negate that attack and place that figure up to 2 spaces away, then place Martian Manhunter an equal number of spaces away in the opposite direction.

PHASE STRIKE
Attack 3, Range 1
Defenders count shields as feints, and blanks as blocks.

FACTION = Justice League
PUBLISHER = DC
KEYWORDS = Telepath
SYMBOLS = Super Strength, Flying, Stealth, Fire Weakness

Notes:
I feel like the first effect having some kind of anti-mind control or telepath user effect on it would be good, but I wasn't sure what to go with or how to word an anti-mind control. For now I went with an anti-d20 effect as a sort of opposite to Weak Minded but working on any Telepath d20s, which does expand the power of the ability significantly. I will say I enjoy that it works against other Martian Manhunters (and himself for that matter) in reference to him saying they both can't and wouldn't read the mind of another Martian, and in reference to his Lord Manhunter equivalent (and the Justice Lords definitely getting cards one day). The effect otherwise takes from Avengers Iron Man in ideas, which fits as in my head this is more of J'onn as a coordinator and leader than as direct of a fighter as he often coordinated battles / teams in the show. Similarly, his second ability is not only based on one of my favorite moments in the show from Task Force X where he descends down to ask them if they truly wish to be there. It is paraphrased since the full quote cannot exactly be on a card lol. The ability is also generally based on his shapeshifting on top of that, taking a larger form to push people away with himself being pushed back at the same time which is why it repositions both of them. The battlefield control aspect also fits with him being more of a coordinator than straight brawler, redirecting opponents for allies to deal with rather than striking himself.

When he does attack he has below average range but the same 6/5/6 statline of the other Martian Manhunters: I could see him being a 6/4/6 instead, maybe with 1 extra range and/or bringing down Phase Strike's attack. I wanted to represent Martian Manhunter's phasing a bit differently than the other cards (I don't feel like EVERY Martian Manhunter should have the same Phasing ability) and J'onn pretty frequently phases through people to bypass defenses and strike at them. I flavored it as ignoring shields but being defended by blanks where shields in a sense represent "physical" defense while blanks are more "ethereal" defense, and to keep it from always just being 3 damage of course. He's so Support focused I am unsure of his cost, although my initial thought is a lower Cost than the other two Manhunters (which considering the Recruit effect and more support-y skillset would be fine with me). But of course I'm much more novice when it comes to balance than anything else. It's possible he should have Eletric Weakness as well (or even not have Fire but probs still should)

The wording is most certainly Stinkier than Tombstone because I haven't had it looked over beforehand like I did with him, but I was curious to get some early thoughts on him.
 
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Dig the basic outline of it! I do think if we were to do a third JL Martian Manhunter, I'd want him fulfilling a very specific role - would be cool if he interacted well with JL Hawkwoman and JL John Stewart (who we haven't released a 2.0 conversion of, but you can see the 1.0 version here.) I know Shayera is Hawkgirl and not Hawkwoman in the DCAU, but those 2 designs pair well together in a way that forms a cool JLU base. The throughline is clearly the X OM manipulation, but I'm not immediately sure how to add on to that in a way that doesn't either feel redundant or make John Stewart completely unfun to play against. Will think on it!

The aesthetics of the JL faction are something I'm sure anyone will tell you I'm a little particular about than most, but I think we'd be unlikely to add Avengers-style recruitment to the faction like that. If you wanted wide "bring anybody in" theme, I could maybe see going for something like this?
JUSTICE LEAGUE UNLIMITED
During setup, place 1 Justice Marker on this card for each unit on your team, up to 3. At the start of the round, you may remove any number of Justice Markers and numbered Order Markers from this card. If you removed both 1+ Justice Markers and 1+ Order Markers, when a player rolls a d20 this round, you may add or subtract up to X from the roll. X is the number of markers removed this way.
My thinking there is;
-open recruitment because, unlike other Justice League units, he gets markers for non-JL units. However the "open" effect is limited to him gaining markers and isn't cascading into other JL members gaining markers off of J'onn's recruits.
-OM removal requirement gives Hawkwoman something to do on your first turn of the round, which she frequently doesn't have.
-d20 boost effect going to everything (including initiative!) makes him less of a straight counterdraft to Telepaths - we tend to avoid hard counterdrafts like that today because they can feel bad for both players.
-d20 boost is also just good for a lot of other JL designs, including John Stewart.
But that's just 1 potential path! Other folks might tell you I'm full of crap. :lol:

Middle power is very cool. The ability making you want to target MM first will work great with JL Shayera and John like I mentioned above - they're both a little fragile and John can keep J'onn alive. I'm a little tempted to lower the range that the figures are tossed and then give the enemy some control over where MM goes. Like so;
IS BEING HERE WHAT YOU TRULY DESIRE?
When an enemy attacks an ally within 4 clear spaces of Martian Manhunter, you may roll a d20. On a 13+, all defenders avoid that attack and you may place that enemy up to 2 spaces away from its previous placement. The player that controls that enemy may place Martian Manhunter up to 2 spaces away from his previous placement.
There's not anything wrong with the original take, but tracking what "the opposite direction" means can be a bit tricky in a hex-based grid. (We have rules to handle it with knockback though!) Letting the opponent have some say might make it feel more like a super-powered struggle.

Phase Strike is very cool!
 
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I do worry that giving him a general marker burn based d20 manipulation ability stacks/overlaps a bit much with JL Batman. I'd honestly consider cutting the d20 manipulation part altogether to streamline that ability some (it would still generate markers and cover the clear sight stuff) and then put the marker burn on the defensive ability.
 
Hmmm. I will admit that I'm not that big on focusing the first ability on d20 manipulation and Order Marker removal I feel, as in my head I think that ability is more about the idea of being a big coordinator of the rest of your team and while that does let him boost up d20s I liked the Iron Man-esque "communications" feel: I also agree with IAmBatman that it feels like it does kinda stack / overlap a lot with JL Batman, since Batman is a +/- 3 with one Justice Marker. The fact it adjusts all d20s for the round compared to Batman is cool, although I will say the Order Marker removal does feel a little harsh even if you can remove an X to combo with Hawkwoman/John. I wonder if the OM burn could be more of an optional boost to the effect rather than a requirement, so you could use it as either a weaker JL Batman or power it up? I do feel like if there was Order Marker burning then IAmBatman's suggestion of putting it on the defensive ability or honestly even Phase Strike in some way would be fun (my first thought was letting J'onn remove an OM to burn an opponent's OM or to swap where the opponent's OM is placed, because those feel very flavorful for phasing inside of someone and "readjusting" their insides, but perhaps that is too strong?). Or maybe, like, some kind of Order Marker removal to facilitate the first thought...I almost wonder if it could be OM removal to increase the range of Justice League effects using clear sight / spaces or something, so he could let Wonder Woman lasso from further away or John Stewart JL use Green Bullet Barrage from further away. And giving him support outside of d20 stuff would let him work into some Justice League decks not focused on the broad d20 abilities a lot of the faction seems to be, while his 2nd effect still lets him fit into it with his own fairly strong d20 ability to manipulate?

I will say I have no problem making it no longer hose Telepaths so we can definitely adjust it in that way going forward however it is done. I actually only added that whole part of the ability right near the end funny enough, so I'm pretty open to tweaking it kinda however. The recruitment effect was based on Martian Manhunter being the start / reason for the formation of the league in the DCAU Justice League, so I do like the idea of some kind of recruitment effect but I wouldn't call it a requirement. I originally shied away from using Justice Markers because I wanted to try and go for a bit of a different tack / add some variety on the Justice League cards, but I could certainly bring them in to stay on-theme if that's too far off or go to more of an "open Justice Marker" over recruitment if nothing I come up with seems to work. For the recruitment, two ideas I had to limit it are to have to include one Rookie or Sidekick (to fit with J'onn kinda putting "mentorship programs" together once Justice League Unlimited started), or that the two have to be in the same class while J'onn takes on that class (to fit with him putting together teams synergistic based on their abilities, and to further represent his shapeshifting as he "blends into" it) with the latter also allowing you to make little mini-class themed JL decks or interacting with other JL members (he could slide into being a Warrior in a Wonder Woman-focused army for example). Buuuuuuuuut it is very possible neither of those are restrictive enough for what is going on.

For his middle power, I do think that pushing J'onn away from the foe is fun as it kinda fits the more "get away" energy and it does feel possibly awkward the foe can place him closer to their army as I read that ability version. I do like the idea of it being a super-powered struggle represented with the opponent getting their pick. Maybe make it so the opponent can't move the same way their figure got moved? But that might be clunky wording-wise. So I might slightly prefer the current form buuuut if self-knockback is too awkward or if it feels too strong I have no problem swapping to something like that, I can reduce it down to 2 tile displacement regardless as well. It's also possible I'm just being too fiddly here. I think judging from the Discord, I'm absolutely reducing the displacement range anyway and it'll help avoid too much kiting.

For now just adjusted Phase Strike's wording with something suggested on Discord and reduced the displacement on his 2nd ability to 2, but the first ability is obviously going to get changed around later more just determining What to change it to.
 
Making a post for all of my things so I don't have to scavenge through my Google Docs anymore :razz:

Gladiators:
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Ravagers:
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Pokémon:
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Ben 10:
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Potpourri:
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