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Public Design Workshop 2.0

Here are some One-Shots. I'm not sure about the formatting. My goal is to have some small point add-ons that could help fill out an army. Something in the range of 5-30 pts.

NAME = QUIPPY REMARK
UNIQUENESS = UNIQUE
TYPE = ONE-SHOT
POINTS = ??


QUIPPY REMARK
When an opponent within two spaces rolls a d20, you may play this card to add or subtract 2 from the result.

PUBLISHER:
REQUIREMENTS:
KEYWORDS:

NAME = ADRENALINE RUSH (Yodaking's idea)
UNIQUENESS = UNIQUE
TYPE = ONE-SHOT
POINTS = 5??

ADRENALINE RUSH
Before activating a figure with a range of 1, play this card to add +2 Move and +1 Attack to that figure for this turn.

PUBLISHER:
REQUIREMENTS:
At least one figure in your army with a range of 1
KEYWORDS:

NAME = RECKLESS ATTACK
UNIQUENESS = COMMON
TYPE = ONE-SHOT
POINTS = ??

RECKLESS ATTACK
Before rolling attack dice for an adjacent attack, play this card to add +1 attack and -1 Defense to the attacking figure for this round.

PUBLISHER:
REQUIREMENTS:
At least one figure in your army with a range of 1
KEYWORDS:

NAME = FLASH OF INSPIRATION
UNIQUENESS = UNIQUE
TYPE = ONE-SHOT
POINTS = ??


FLASH OF INSPIRATION
When you roll a d20, you may play this card to add or subtract 4 to the results.

PUBLISHER:
REQUIREMENTS:
KEYWORDS:
 
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I'd link the quippy remark to 1+ personality types just based on theme, not everyone is a talker. Not sure how the permanent add on would work, the idea of the one-shot is it's a one time effect. Making it work for an entire game I feel would drive the points up a bit. Maybe just have the +/- X to a d20 effect only trigger when it would change the outcome, and leave it as a once per use deal that is common. So you could draft multiples and keep it cheap to draft.

The defense subtraction from Adrenaline Rush needs to last longer than the turn, or it has no game impact.

Flash of Inspiration throws up some red flags for me. +/- 7 on the right d20 ability could be game changing.
 
I'd link the quippy remark to 1+ personality types just based on theme, not everyone is a talker. Not sure how the permanent add on would work, the idea of the one-shot is it's a one time effect. Making it work for an entire game I feel would drive the points up a bit. Maybe just have the +/- X to a d20 effect only trigger when it would change the outcome, and leave it as a once per use deal that is common. So you could draft multiples and keep it cheap to draft.
I like that. That will make it less fiddley, any recommendation on personalities to include? Do you think +/- 1 is enough or should it be 2?

The defense subtraction from Adrenaline Rush needs to last longer than the turn, or it has no game impact.
Oh good catch, I meant for that effect to last till the end of the round.

Flash of Inspiration throws up some red flags for me. +/- 7 on the right d20 ability could be game changing.

Would 4-5 be less game breaking?
 
I would start at +/- 2, but I used X above to indicate it could end up a different number after testing. As for personalities, I would look at the cards of characters you feel are quippy in nature. Spidey & Deadpool come to mind for me. I'm sure there are a lot of others.

+4 is worth exploring on the Inspiration idea to see if you can break it.
 
I have updated the following:

From:
QUIPPY REMARK

NAME = QUIPPY REMARK
TYPE = UNIQUE ONE-SHOT (PERMANENT)
POINTS = ??


During setup, Select one Unique Hero in your army to attach this one-shot to. That Hero can use the power of this one-shot as if it were written on their card.

Once per round when an opponent within 2 clear spaces rolls a d20, you may add or subtract 1 from the result.

To:
QUIPPY REMARK

NAME = QUIPPY REMARK
TYPE = UNIQUE ONE-SHOT
POINTS = ??


When an opponent within two spaces rolls a d20, you may play this card to add or subtract 2 from the result.

I wonder though, is there another way aside from tying to a specific personality/personalities? There is such a panoply of spider-people alone, will they all have a similar personality? Also, I think about Superman defeating Mxyzptlk. Many times Superman used clever words to defeat him. Maybe changing it from Quippy to something more universal... I don't know.

From:
ADRENALINE RUSH
NAME = ADRENALINE RUSH (Yodaking's idea)
TYPE = UNIQUE ONE-SHOT
POINTS = 5??


After revealing an OM on a card for a figure with a range of 1, play this card to add +2 Move and +1 Attack to that figure for this turn.

To:
ADRENALINE RUSH
NAME = ADRENALINE RUSH (Yodaking's idea)
TYPE = UNIQUE ONE-SHOT
POINTS = 5??


Before activating a figure with a range of 1, play this card to add +2 Move and +1 Attack to that figure for this turn.

From:
RECKLESS ATTACK
NAME = RECKLESS ATTACK
TYPE = UNIQUE ONE-SHOT
POINTS = ??


Before rolling attack dice for an adjacent attack, play this card to add +1 attack and -1 Defense to the attacking figure for this turn.

To:
RECKLESS ATTACK
NAME = RECKLESS ATTACK
TYPE = UNIQUE ONE-SHOT
POINTS = ??


Before rolling attack dice for an adjacent attack, play this card to add +1 attack and -1 Defense to the attacking figure for this round.

From:
FLASH OF INSPIRATION
NAME = FLASH OF INSPIRATION
TYPE = UNIQUE ONE-SHOT
POINTS = ??


One time per game you may add or subtract 7 to a single d20 roll that you make.


To:
FLASH OF INSPIRATION
NAME = FLASH OF INSPIRATION
TYPE = UNIQUE ONE-SHOT
POINTS = ??


When you roll a d20, you may play this card to add or subtract 4 to the results.

I am not sure what would be unique and what would be uncommon/common. I imagine being able to draft a couple to round out an army and make it feel unique, but maybe limiting how many one-shots can be used per turn. I don't know if there is this kind of limiting vocabulary in the one-shot rules.
 
The One Shots follow the old Spell Rules, we just opened up the Spell Rules from 1.0 to let other types of units make use of the concept. So the one shot spells have a Magical Affinity requirement to use. A future potential trick arrow one shot would require an Archer keyword to use.

Common one shots are often lower impact and represent something that might occur/appear multiple times during a single superhero fight. Unique one shots are often mid to high impact and/or represent a more exclusive group of themed events/objects that you wouldn't expect to be happening 3 times per round (ie. once per OM reveal).
 
Just some general design concepts related to one shots I can share based on my previous experience with spells.

The fact that only a limited number of figures (MD + a few more) could use the spells helped to keep the cost of spells down somewhat. That was because the possibility existed that a drafted spell never would be cast when you only had one spell caster on your team. You could always draft multiple spell casters to increase the odds of being able to cast each spell drafted, but drafting an army of all spell casters generally meant you were missing out on other things from an army building stand point. There was a natural limiting factor to the number and types of spells you might draft into an army as a result.

So as we explore a wider range of one shot ideas, keep in mind that the more universally useful a one shot is, the more expensive it will end up costing. If everyone you draft into an army, no matter who/what they are, can use a drafted one-shot then you can expect closer to a 100% use rate for that one-shot. That ups the value of that effect.

Similarly, one shots that are automatic in nature or have a fixed result/impact can be worth more than a one shot that generates more uncertain results. If you can use a one-shot, that lets you roll a die to see what happened, and the results of that die might mean nothing is gained from the one shot, then the possibility of no impact can be factored into the cost and help keep the price down.

However, a 'random' game impact that could be rather large also gets factored into the cost, which is why some times those types of one shots can end up being more expensive that the fixed result types. So when developing one shots with a random outcome, try to keep the range of potential results in a tighter window. The bigger the range of results, the more the one shot will be priced on potential (rather than actual) game impact.
 
Here's the template for One-Shots:

NAME =
UNIQUENESS =
TYPE =

POINTS =


ABILITY NAME
Ability text.

PUBLISHER:
REQUIREMENTS:
KEYWORDS:

Looks like you're at least missing the Requirements on yours, which are a pretty important part of them.
 
Here's the template for One-Shots:

NAME =
UNIQUENESS =
TYPE =

POINTS =


ABILITY NAME
Ability text.

PUBLISHER:
REQUIREMENTS:
KEYWORDS:

Looks like you're at least missing the Requirements on yours, which are a pretty important part of them.

Nice, I have updated the structure. Hopefully I can fill in some of those blanks further down the road.
 
So under the rules, when one-shots are used, they're automatically removed from the game (one-shots - single use). So you can streamline some of the language a bit, like so:

QUIPPY REMARK
When an enemy within 2 spaces rolls a d20, you may add or subtract 2 from the roll.

(notable stuff - we attribute rolls to figures now, and opponents are the other players so they're not within any spaces of your figure anyway. Result is the final number, so it can't be modified, so you have to do any additing or subtracting to the actual roll).

Should it be within 2 clear spaces?

Wondering what the requirement should be here. Figure with the Sarcastic Personality?
 
Was looking at a card with Relentless personality and thought that would make for a great requirement. Just not entirely sure what the power should be. :)
 
At first I was thinking Relentless could be a piling on of attacks, but we seems to have a lot of attack output boosting effects. So maybe Relentless could be more of a drive to keep going when others would have failed, so a chance to ignore 1W or something?
 
Or something like Warrior Engagement to keep someone close.
Maybe like Extend, take a wound for a turn or attack.
 
I think for One-Shots, like Story Cards, it's worth figuring out what story you want to tell first, and then fill in mechanics from there. Just having a random rolodex of abilities you can add-on is less interesting, IMO.
 
I personally would be pretty excited about some go to 5/10 point filler one shots for army building so you’re not always bringing a skrull
 
I think a good way to hit a middleground would be to keep them limited, and like Bats said, make sure they each tell a story. Having one that’s linked to Flying, one that’s linked to each symbol ability (and then maybe one that’s linked to having no symbol abilities?) would be a cool way to ensure that pretty much every team has access to one without flooding the market.
 
Yeah, don't get me wrong, I'm not against them existing, I just want there to be clear theme beyond them existing that adds something to the story of the game.
 
I think a good way to hit a middleground would be to keep them limited, and like Bats said, make sure they each tell a story. Having one that’s linked to Flying, one that’s linked to each symbol ability (and then maybe one that’s linked to having no symbol abilities?) would be a cool way to ensure that pretty much every team has access to one without flooding the market.

Yeah that’s the way I’d do it,
 
Unapproved property here, but some new card ideas after watching this show on Netflix.

NAME = BLUE EYE SAMURAI
IDENTITY = MIZU

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

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

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

POINTS =


DEATH BY 1000 CUTS
For each wound marker on this card, gain 1 normal attack action. When using a normal attack action against an adjacent opponent, that target rolls 1 fewer defense die.

PATH OF REVENGE
After making a normal attack action, you may maneuver 2 spaces.

COUNTER STRIKE
When defending against a normal attack from an adjacent attacker, each excess shield inflicts 1 wound on the attacker.

FACTION =
PUBLISHER = Blue Spirit
KEYWORDS =
SYMBOLS = STEALTH


NAME = FOUR FANGS
IDENTITY = N/A

UNIQUENESS = UNIQUE SQUAD (4)
SPECIES = HUMAN
CLASS = ASSASSIN
PERSONALITY = GREEDY

SIZE/HEIGHT = MEDIUM 5

LIFE = 1

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

POINTS =


IN PURSUIT OF PREY
During setup, choose an opponent’s Unique Hero to be the Four Fangs Prey. After the Prey uses a move action, you may maneuver 1 of the Four Fangs 1 space for each space the Prey moved.

BLADES FOR HIRE
After rolling for initiative, before any Order Markers are revealed, an ally with an investment marker on its card may move that marker to this card to activate the Four Fangs.

COUNTER STRIKE
When defending against a normal attack from an adjacent attacker, each excess shield inflicts 1 wound on the attacker.

FACTION =
PUBLISHER = Blue Spirit
KEYWORDS =
SYMBOLS = STEALTH
 
Interesting stuff, been meaning to watch that show. Some thoughts:

Path of Revenge feels like it either needs more to it or a more generic name?

Pursuit of Prey probably should have like a cap so you arent moving one like 12 spaces after the Flash? Unless like they're up to some proper anime craziness I guess.

Given the name should they have like something about not being able to leave engagement with their target or something? Cause like otherwise they're probably going to be doing a lot of hoping away from their target to dodge attacks.

Is there a particular reason they're moving Investment Markers to their card instead of just removing them?

Kinda weird that like two cards with Blades for Hire could keep hiring each other after someone gets a marker on one of them.
 
Some great feedback, thanks!

1. Path of Revenge is something the main character says a few times, so I think I would just add some more flair to it. In general what I was going for there is it combining with the additional normal attack actions so a path could be cut through a mass swarm of bodies on their way to their true target. Moving and killing their way forward, always.

PATH OF REVENGE
After making a normal attack action, you may maneuver 2 spaces. If you end that move adjacent to a new enemy, you may roll 1 damage die against it.

2. Good point there. Maybe make each figure move once before moving twice, before moving 3 times, etc. Then when in pursuit of Flash, the squad of 4 would all move 3 times. Doesn't solve the problem of when only 1 is left in play though, and no they don't have any magic abilities. So maybe just a cap will do it.

IN PURSUIT OF PREY

During setup, choose an opponent’s Unique Hero to be the Four Fangs Prey. After the Prey uses a move action, you may maneuver 1 of the Four Fangs 1 space for each space the Prey moved. No 1 Fang may move more than 5 spaces per turn.

3. Hadn't considered that. I guess them hopping away to avoid attacks wouldn't bother me. Between their own range 1 attack limitation and counter strike, trying to avoid a fight will only last so long. I also wouldn't be bothered by dropping the Stealth symbol and making them risk swipes.

4. I had briefly considered having a way for them to spend the markers they collected, but abandoned the idea as I though it was making the card overly complicated. So changing it so you just remove the investment marker from play to get the free start of the round activation is a good idea.

BLADES FOR HIRE
After rolling for initiative, before any Order Markers are revealed, an ally with an investment marker on its card may remove that marker to this card to activate the Four Fangs.
 
Pitching a 2.0 port/slight rework of my proposed Godspeed design for 1.0

7054540-main-qimg-4e08285473428c2bafbb955e26405728.png


NAME = GODSPEED
SECRET IDENTITY = AUGUST HEART

SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ANTAGONIST
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 12
RANGE = 1
ATTACK = 5
DEFENSE = 4

POINTS = ???


SUPERSPEED
Godspeed may move through all figures and does not have to stop his movement when entering water spaces. After Godspeed's attack phase, he may maneuver up to 2 spaces.

DIVIDED SPEED FORCE
Before activating Godspeed, you may place a Godspeed figure within 3 spaces of Godspeed, even if that figure had previously been destroyed. If there are any other Godspeed figures on the battlefield, reduce Godspeed's attack by 1 and his movement by 3.

SIPHONED SPEED
When any Godspeed figure in your army destroys a Common or Squad figure, roll a D20. On a 16+, Godspeed heals 1 wound. When any Godspeed figure in your army destroys a Unique Hero, Godspeed heals 1 wound, and, if that figure has the Speedster keyword, heals 1 additional wound.

SPEED DODGE 4
If Godspeed has 1+ blanks when defending, he avoids the attack and may maneuver up to 4 spaces.

STEALTH

NAME = GODSPEED
SECRET IDENTITY = SPEED CONSTRUCT

SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ANTAGONIST
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 9
RANGE = 1
ATTACK = 4
DEFENSE = 4

POINTS = ???


SUPERSPEED
Godspeed may move through all figures and does not have to stop his movement when entering water spaces. After Godspeed's attack phase, he may maneuver up to 2 spaces.

SPEED FORCE CONSTRUCT
Godspeed does not start the game on the battlefield. When this figure is placed on the battlefield, remove all wound markers on this card. During cleanup, roll the 20-sided die. If you roll an 8 or lower, all Godspeed figures you control on the battlefield take one wound. If Godspeed is destroyed, all Godspeed figures you control on the battlefield take two wounds. At the start of each round, you may remove Godspeed from the battlefield.

GODSPEED ASSAULT
After an ordered activation with an allied Godspeed, you may activate Godspeed. You may not activate additional figures this turn. If this figure attacks a figure engaged with another Godspeed you control, add 1 to its attack.

SPEED DODGE 4

If Godspeed has 1+ blanks when defending, he avoids the attack and may maneuver up to 4 spaces.

STEALTH
 
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