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Public Design Workshop 2.0

Anyone else watch Blood of Zeus on Netflix? I just finished season 2 and thought I'd try my hand at carding one of the characters. It's been a while since I wrote anything up for 2.0, so I know I'll need some help getting it right.

NAME = SERAPHIM

UNIQUENESS = UNIQUE HERO
SPECIES = DEMON
CLASS = VINDICATOR (?)
PERSONALITY = UNYIELDING

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

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

POINTS = ?


VENGEFUL PAWN
When attacking a figure with the Royal keyword, you may re-roll all shields once. When an ally with the Deity keyword is activated, you may give that figures move or attack phase to Seraphim.

BI-DENT OF HADES
Before your attack phase, you may choose to add 6 to your range or make 2 attack actions.

GIANT BLOOD
When defending, you may re-roll all skulls once.

FACTION = n/a
PUBLISHER = NETFLIX
KEYWORDS =
SYMBOLS = Heat Weakness, Super Strength,
 
Thanks Nobody! Might be neater if the attack re-rolls happened more often, so maybe move that into the Bi-Dent ability and do something different for the Royal hate.
 
Instead of Unstoppable Resilience

PUTTY REGENERATION 3
After defending with a Putty Patroller, if 3+ shields are rolled, you may ignore any wounds inflicted by the attack and place a destroyed Putty Patroller anywhere within 2 spaces of the defending Putty Patroller.

I'd also bump attack down to 2 but probably keep defense at 4.
 
River!
"No power in the 'Verse, can stop me."
3f035deffa63a40f55bbc6c48cc2c908.jpg

NAME = RIVER TAM

UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = ???
PERSONALITY = CONFUSED

SIZE/HEIGHT = MEDIUM 4

LIFE = 3

MOVE = 5
RANGE = 4
ATTACK = 0
DEFENSE = 1

POINTS = ???

A READER

When a figure moves adjacent to River Tam you may immediately look at all order markers on that figure's card and any slips of paper associated with that card.

THE WEAPON
Once per game, after order markers have been placed, you may use The Weapon ability. If you do, for the rest of the round, add 5 to River Tam's Attack and Defense numbers and after rolling normal attack or defense dice for River, you may immediately move her up to 3 spaces and roll a damage die against a figure engaged with River.

NO POWER IN THE 'VERSE
River Tam never takes swipes. If River would take one or more wounds, you may reveal and remove an X order marker from any card you control and ignore those wounds.

KEYWORDS: Experiment
1630151508_cover.jpg
 
Good question. Not sure really. Would be interested in what folks think that design would be worth.
 
Putting some thought into this, River is certainly the closest to a super hero. Could see an argument for the Telepath keyword. She can read the thoughts of others and was able to communicate with a mute girl.
I think when in combat mode she is at the very least equal if not better to most Sidekicks in C3G. Her ability to shoot is almost unmatched.
However being only able to unleash the Weapon for one round should keep her points way down. Probably under 100. The rest of the crew would be even less I think. The whole crew maybe around 500 not including Serenity.
4982873.jpg
 
I've wondered if River would be cool as like...a figure with a really low attack number (like you have here) but a crazy counterstrike power, maybe even one that can protect allies.
 
Kinda like Cassie Batgirl on steroids with a protective aura? Would probably want to restrict the types of allies significantly to not create a generalist defensive pod piece.
 
That is what I would be afraid of. Her price going way up for helping out already strong builds.
I suppose it could be restricted to a Serenity faction.
Then she would need to be designed later in the game after the crew developed a bit.
 
Reposting these with some slight tweaks.

NAME = LORD ZEDD

UNIQUENESS = UNIQUE HERO
SPECIES = UNKNOWN
CLASS = EMPEROR
PERSONALITY = MERCILESS

SIZE/HEIGHT = MEDIUM 6

LIFE = 7

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

POINTS =


THOSE MEDDLING RANGERS!
Start the game with 6 red Zedd Markers. Whenever an ally is destroyed while defending against an attack, you may place a Zedd Marker on this card for each blank rolled for the defending figure. When attacking with Zedd, roll +1 for each Zedd Marker on this card. At the end of each round, remove a Zedd Marker from this card.

MINIONS OF ZEDD
During setup, you may choose up to 3 allied Minion figures and place them on this card. At the start of any round other than the first, you may place all Minions on this card onto an empty space on the battlefield. They cannot be placed adjacent to any enemy figures and must be placed adjacent to each other figure being placed. For the rest of the game, instead of taking an ordered activation with Zedd, you may activate a Minion placed with this special power.

SHOCKING STAFF BEAM SPECIAL ATTACK
Range 4. Attack 4.
If an enemy is wounded by this attack, roll the d20. If you roll 17+, you may place a Zedd Marker on that enemy's card. The next time that enemy would be activated, they must instead remove a Zedd marker from their card.

FACTION =
PUBLISHER =
KEYWORDS =
SYMBOLS =

NAME = PUTTY PATROLLERS
IDENTITY = N/A

UNIQUENESS = COMMON SQUAD (4)
SPECIES = GOLEM ?
CLASS = MINION
PERSONALITY = MALLEABLE


SIZE/HEIGHT = MEDIUM 5

LIFE = 1

MOVE = 6
RANGE = 1
ATTACK = 3
DEFENSE =4

POINTS =

PUTTY AMBUSH

When attacking an adjacent enemy, a Putty Patroller may add +1 to their Attack for each other Putty Patroller engaged with the defending figure. If a Putty Patroller attacks an enemy it was not adjacent to at the beginning of its activation, you may ignore a block for that enemy's defense roll.

PUTTY REGENERATION 3
After defending with a Putty Patroller, if 3+ shields are rolled, you may ignore any wounds inflicted by the attack and place a destroyed Putty Patroller anywhere within 2 spaces of the defending Putty Patroller.

FACTION =
PUBLISHER =
KEYWORDS =
SYMBOLS =
 
Sorry, here's some more. :lol:

Just based these off of briefly going through the first issue, might have some tweaks once I get through more of the comics.

NAME= RIDGE

SECRET IDENTITY= EDGAR RIDGELY

SPECIES= METAHUMAN

UNIQUENESS= UNIQUE HERO

CLASS= MISFIT

PERSONALITY= BRASH

SIZE= MEDIUM 6

LIFE= 5

MOVE= 5

RANGE= 1

ATTACK= 5

DEFENSE= 5


THICK SKINNED

During combat, you may add a block to your roll. If he has not been wounded this round, Ridge adds +1 to his attack and defense.

TAIL WHIP

When Ridge makes a normal attack, you may choose a second adjacent figure. If the defender takes 1+ wounds from Lizard's normal attack, roll a damage die against the chosen figure.

SUPER LEAP SPECIAL MOVE

Move 10. Height 50.

Hulk gains Flying and has -3 Attack for the rest of this activation.

FACTION = RAVAGERS

PUBLISHER = DC

KEYWORDS =

SYMBOLS = COLD RESISTANCE, HEAT RESISTANCE, SUPER STRENGTH

NAME= FAIRCHILD

SECRET IDENTITY= CAITLIN FAIRCHILD

SPECIES= METAHUMAN

UNIQUENESS= UNIQUE HERO

CLASS= RESEARCHER

PERSONALITY= DISCIPLINED

SIZE= MEDIUM 5

LIFE= 5

MOVE= 5

RANGE= 1

ATTACK= 4

DEFENSE= 4


I’M NOT GOING TO LET YOU BLOW IT!

If an ally in the Ravagers faction attacks an enemy and fails to wound it, you may maneuver Fairchild up to 3 spaces as long as she ends her movement adjacent to the defending figure. Then attack that enemy with Fairchild, where the defender cannot add to their Defense. This ability may not be used more than once per turn.

NOT THE BEST RELATIONSHIP

Before Fairchild’s ordered activation, choose an ally in the Ravagers faction. If she fails to inflict any wounds on an enemy during her turn, give the chosen ally an activation where they cannot attack. If she inflicts 1+ wounds on an enemy, give the chosen ally an activation and then activate an additional ally in the Ravagers faction. You may not activate any additional figures.

I CAN DO THIS.. FOR THEM

After planning, you may choose to place the purple Fairchild marker on this card. If you do, Fairchild adds +2 to her Attack and Defense along with the Super Strength special ability. At the end of her ordered activation, you may remove the marker from her card. If the marker is on her card at the end of her activation, roll a damage die against Fairchild.

FACTION = RAVAGERS

PUBLISHER = DC

KEYWORDS =

SYMBOLS =
 
The Putties blocking wounds and "spliting" seems kinda weird to me? Like been a while, but I dont really remember them doing that?

Personally I would have thought more of like a... you roll during your turn / start of the round / whatever to "respawn" some? Cause like they can disguise themselves as peoples and just sorta pop up to keep bugging you.

I'd say golem works given they're made of clay and like their Sentai counterparts literally are just called golems IIRC.

-

Zedd feels like he could use a bit of streamlining? There's just a ton of moving parts there (be curious how that's looking card space wise) and like... Zedd doesn't really demand a card that complicated?

I'd probably at least go to like... he just gets 1 marker when an ally is defeated? (And drop the los9ng one each round thing) Simpler and less feels bad if the enemy has autowounds.
 
The Putties blocking wounds and "spliting" seems kinda weird to me? Like been a while, but I dont really remember them doing that?

Personally I would have thought more of like a... you roll during your turn / start of the round / whatever to "respawn" some? Cause like they can disguise themselves as peoples and just sorta pop up to keep bugging you.

I'd say golem works given they're made of clay and like their Sentai counterparts literally are just called golems IIRC.

My idea behind the whole regen thing was more based on how easily they're pumped out in the show and are there to keep bugging you like you mentioned. Maybe something during cleanup would work better? Something similar to the Foot Clan, but maybe not as potent? I feel like there would be too much if it was uncapped, given they'd be common.

Zedd feels like he could use a bit of streamlining? There's just a ton of moving parts there (be curious how that's looking card space wise) and like... Zedd doesn't really demand a card that complicated?

I'd probably at least go to like... he just gets 1 marker when an ally is defeated? (And drop the los9ng one each round thing) Simpler and less feels bad if the enemy has autowounds.

That change feels right, maybe just put a cap on it instead of the losing a marker each round thing. I feel like a potential +6 would be a bit much, and not all that thematic.
 
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