• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

Public Design Workshop

I guess it's also worth noting I was trying to go for a decked out Punisher Van and not a grounded, hastily spray painted minivan.
 
Doctor Destiny - DC Comics

Spoiler Alert!


Endeavor - Jump Comics

Spoiler Alert!


Red Riot - Jump Comics (My Hero Academia)

High Points:
- Student Hero
- Ability to harden body and take a rock-like appearance
- Story Arc involves him being a defender and conquering fear
- Super stand up guy, believes in chivalry and honor

Spoiler Alert!


The Upsidedown Man
DC Comics

Highlights:
- Magic Based big bad, currently as high up as you can go for magic
- Is the embodiment of Horror and dark magic, was one of two beings when magic started existing
- Otherkind is a species all his own, in his own dimension he can create more otherkind. Eldritch horror kind of feel.
- Toyed with JLD + a Wonderwoman empowered with the essence of his opposite
- Nasty customer, wants to devour all magic because he thinks that only beings of pure magic should have it

Spoiler Alert!


Version 2 for a Streetfighter that could use it!

High Points:

- Musician Kickboxer
- Well known as not only a fighter but an entertainer/dancer
- Fighting Style is noted as Kickboxing and Breakdancing, highly fluid and musical with a focus on his kicks
- His name is a pun on DJ (Disc Jockey)
- As a fighter he uses a lot of mobility, powerful kicks and combos that involve heavy hits.
- Powers pull from in-game names, one is pretty reminiscent of what is happening in game while the other is just a name that counts hitting the right "beats" as dealing wounds.
Spoiler Alert!



Jason Blood + Etrigan
DC Comics

Spoiler Alert!


High points:
- Marvel Sorceress
- Heavy themes with undead, summoning armies, and the underworld
- tangled with Doom and the avengers on a few occasions
- strong mind control powers, has taken over peoples bodies from across time/space

I feel like the undead faction could use this, she is pretty versatile and has persistent utility

Spoiler Alert!


Misery (Loves Company)
Unique Spell
Spoiler Alert!



Drafts for JLD version of Etrigan and an entry for Jason Blood.

Spoiler Alert!


High Points:

- Meant to be his Justice League Dark version
- Plays on him being a bit grittier, more in line with solving the ghosts/demons/undead sort of problems
- Tries to be an asset to his team but still winds up inflicting misfortune upon them if they are in the line of fire (Tainted Blood)
- References his run in JLD where his blood specifically came up as a reason for him being so adept but I gave it weaknesses that should be thematic

Spoiler Alert!


Stone Pillar
Destructible Object
Spoiler Alert!


Kung Lao draft

Highpoints
- IP is Mortal Kombat (DC)
- Strong hand to hand fighter
- Nifty hat that can do everything from be a returning thrown weapon to being a buzz or a decapitation tool
- His style seems to focus on fluidity, Shaolin fist uses fast combos that end in heavy strikes.
- The hat can rotate at high speeds in a variety of settings, used for lots of fatalities.

Spoiler Alert!


Story Card Draft

Highpoints
- Trying to recreate the iconic 1v1 (or lack thereof) in Mortal Kombat
- Places emphasis on unique heroes
- Introduces a stragetic choice as the beginning of the game
- Is useless in situations where the opponent doesn't have at least 2 unique heroes
- No one should be losing their best stuff in defense of Earthrealm unless they choose to
- Pay off is at its maximum if you finish the fight early in a round

Spoiler Alert!


Big Ideas:
- Psycho power!
- Brainwashes people for his syndicate
- Overall big bad of the Street Fighter series
- Employs assassins and enforcers
- The original prompt for his creation as a character was a villian "with powers beyond mortal comprehension."
- Faction leader


Spoiler Alert!



Beowulf has an identity in DC comics, here is my stab at his legend ^^

Spoiler Alert!
 
Last edited:
Immaculate Dream seems like the real draw there. You just get a free turn with him every round. Not sure the first power is really worth it in that light cause you’ll probably save him for the free turn a lot early in the game and going for OM removal when everyone has taken a turn seems less than ideal.
 
Cool design! I’m not sure he’s usually portrayed as a traditional sorcerer though? Hw mainly has the one powerful item, and ai don’t think I’ve seen him do magic outside of that. Could be wrong though.

Agree with Tickle’s points, yeah.
 
Agree with Tickle that as it stands, powers one and three kind of clash.

Could the free turn happen before your first OM is revealed if Fate does something like reveal an X marker on his card? Is that too much?
 
Fwiw I prefer tying turns to Order Marker reveals, even the X, to keep mechanical interactions cleaner.

Not sure how often I’d give up an attack for a 50/50 shot at moving an Order Marker.
 
Thanks for the comments. I'm still figuring out exactly where the power level of stuff needs to be with supers so my stuff will be a bit awkward for a while. With Doctor Destiny, he is a lesser reality bender and somewhat of an occultist so I'm trying to find out how to express that he is going to affect stuff through dreams.

I was going to go with, No OM = Asleep. The first round didn't turn out quite how I wanted so here is round two contrasted with round 1. I think it turns out closer to expressing what I want.

Doctor Destiny - DC Comics

V1
Spoiler Alert!

V2
Doctor Destiny - DC Comics

Spoiler Alert!

* Drops Magical Defense (the statement that he isn't really a traditional magic caster is correct, opens up the card more too)

* Unsure of what class to place him in (not being a traditional magic caster and being reliant upon an object makes him a bit odd)

* First ability changed to "before attacking" instead of "instead of attacking", to go with suggestion.

* Changed third ability to be more in line with what he is. He can bend reality and screw around with stuff but he needs to be able to Dream in Order to do it. If he has the ability to Dream or mess with others in a Dreamscape he is a formidable threat and hard to dispose of. Maybe a playstyle of "dreaming it up" and then having to go and dream more again if he gets slapped around too much (woken up) makes more sense here.
 
Through dreams, huh? Should he be doing stuff with the Astral Plane?
 
Shiftrex, I really like that V2. I'd draft it and give it a shot.

I'm going to chew on the Punisher Van design and stat block for a little while and come back.

EDIT: I initially had attached a draft for Ultimate Venom, but moved it to the Venom workshop. Still figuring out where everything goes here. :)
 
Last edited:
Shiftrex, I really like that V2. I'd draft it and give it a shot.

I'm going to chew on the Punisher Van design and stat block for a little while and come back.

EDIT: I initially had attached a draft for Ultimate Venom, but moved it to the Venom workshop. Still figuring out where everything goes here. :)

Have you considered having the Van have an E-Glyph "loadout" rather than powers it automatically grants? Seems a bit weird (and unfun) that the Van would become a must-draft in pod armies to get defense bonuses to your pod.

It's also a little off-theme for Punisher's van to spread goodies to everybody, since he's a bit of a loner. I know what you're going for, but I think handing out single pieces of Equipment might be better. I also think I'd significantly drop the attack and range on it. Punisher should want to get out of the car to shoot. It's not very Punisher like to do drive-by shootings.

Maybe something like this?

PUNISHER ARSENAL
At the start of the game, (X) Equipment glyphs and place them symbol side up on this vehicle. Any figure who exits this vehicle may equip an equipment glyph still on this vehicle if possible.

EMERGENCY MED LOADOUT
Instead of driving this vehicle, a human driver may remove 1 wound from their army card, or 2 wounds if they are Frank Castle.

VAN RAM
After moving, you may choose a figure adjacent to this vehicle. Roll X unblockable attack dice against the chosen figure, or 2 times X if the chosen figure is a destructible object. X = the number of spaces this vehicle moved - the chosen figure's defense number, to a minimum of 1. After using Van Ram, roll unblockable attack dice equal to the chosen figure's defense number against this vehicle.

Med Loadout might be a bit much but seems in line with Punisher crawling back and patching himself up. Van Ram is just a fun little power that feels very Punisher... you won't use it often, but it might be a fun thing to do if the van reaches the end of it's life or usefulness. The formula might have to be tweaked a bit to make it effective, but I think the idea works.
 
I love that take! I could totally see the van taking fire and the him just ramming into somebody and hopping out the door with some flash grenades or something.

Some small tweaks.
PUNISHER ARSENAL
At the start of the game, choose up to 2 Equipment glyphs, or 3 Equipment glyphs if there is a Loner or Crime Fighter in your army. Place them symbol side up on this vehicle. Any figure who exits this vehicle may equip an equipment glyph still on this vehicle if possible.
Class tie that affects the number of glyphs.

VAN RAM
After moving, you may choose a figure adjacent to this vehicle. Roll X unblockable attack dice against the chosen figure, or 2 times X if the chosen figure is a destructible object. X = the number of spaces this vehicle moved - the chosen figure's defense number, to a minimum of 1. After using Van Ram, roll unblockable attack dice equal to the chosen figure's remaining life against this vehicle.
And remaining life makes more sense than defense, since some defense numbers represent agility more than toughness.
 
Kinda makes me want to see a Weapons Glyph sub-type before this gets designed. The Punisher Van loading out Infinity Stones or the Cosmic Cube seems wrong.
 
Had a tinker with Lúcio as Winston and Lúcio are who I'd like to move onto after D.Va, Lúcio being the one I'd move to first. He provides a decent variety of support in Overwatch so I'd like to emphasise that here, using his AoE speed and healing songs, as well as being able to push figures away with his Sonic Amplifier.

Lucio_freedom_fighting_dj_by_mr_jack-dbtjl35.jpeg
Bio
Spoiler Alert!

Mini
Spoiler Alert!


NAME = LÚCIO
SECRET IDENTITY = LÚCIO CORREIA DOS SANTOS
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ENTERTAINER / REBEL / FIGHTER
PERSONALITY = UPLIFTING / INSPIRING
SIZE/HEIGHT = MEDIUM 4

LIFE = 4
MOVE = 5
RANGE = 6
ATTACK = 2
DEFENSE = 4
POINTS = ???


CROSSFADE
Start the game with the Crossfade Marker on this Army Card. Before taking a turn with Lúcio, you may place or remove the Crossfade Marker on this card. Before moving normally with Lúcio or any figure you control within 2 clear sight spaces of Lúcio, if the Crossfade Marker is:
•on this card, add 2 to that figure's Move number this turn.
•not on this card, you may roll the 20-sided die. If you roll 11 or higher, remove 1 Wound Marker from that figure's Army Card.

SONIC AMPLIFIER
Instead of attacking with Lúcio or any figure you control, you may roll 1 unblockable attack die against an opponent's figure adjacent to Lúcio. If you inflict at least 1 wound on a small, medium, or large figure with this special power, you must place that figure on any empty space within 2 spaces of its original placement, if possible. Moved figures do not take any leaving engagement attacks and non-flying figures can receive any falling damage that may apply.

WALL RIDE
While Lúcio is adjacent to any terrain, obstacle, or destructible object with at least a height 5 higher than Lúcio's base, Lúcio can move through all figures, does not take any leaving engagement attacks, and may ignore elevation changes of up to 4 levels.
 
Last edited:
I’d make Crossfade happen before they move and make it add two to their move number for the turn. I think that just works better.
 
I don’t think it makes sense to work with D.Va. That’s not really a feature when you play them from my experience in overwatch and moving 2 spaces before moving is gonna feel bad in spots where you can’t move up 2 levels on a map.
 
Anything that boosts move numbers is inherently helping D.Va too, since she has to waste less turns moving up before starting to use her Fusion Cannons.

Wall Ride is a tricky one, since he can move away from the "wall" when moving, which gets a bit confusing rules-wise.

How is Winston's synergy power looking? (If he still has one.) It'd be nice to start tailoring them around him a little bit.
 
Lúcio's boost does benefit D.Va in-game, it's really helpful to chase whilst shooting. Only time she doesn't benefit is when using her boosters. Could word Fusion Cannons like this, so that it's functionally the same normally, and she only gets +1 move from Lúcio.
Before moving normally with D.Va, you may count each space moved as one additional space. If you do, D.Va may attack one additional time this turn.

The way I saw Wall Ride working was that if he was engaged and next to a wall and then moved onto a space next to neither, he wouldn't take the LEA since they occur after the move. Definitely a tricky one though, but Snake helped set a precedent for a "wall" power.

I haven't thought of a good take on a Winston synergy power yet. I'm not set on the idea of a specific synergy tie only because all the OW characters are a bunch of oddballs. Most I'd got was some kind of Sinister 6 power or Charles Juggernaut power mixed with Overwatch Markers.
 
I don't think there's really a need to make D.Va more confusing in order to give her incredibly light synergy that won't matter a lot of the time.

LEAs happen before moving away from the opponent.
 
Sure thing. I figured because the slowdown on D.Va is a somewhat minor aspect of her, that that slight synergy could be fun and incentivise running them together. Fusion Cannons cuts the move by 40% whilst walking, so it seemed a little odd for D.Va to move 7 spaces but then still only move 2 if she wants the double. Halving the move to double the attacks doesn't seem confusing to me. Not that this is anything I'm set on, just bringing it up whilst talking about Lúcio to garner opinions.

As written then the LEA aspect is fine, since he would be adjacent to the wall before moving, which would be when the LEA would occur. I think the rest of Wall Ride would work fine as well? It's just an area not really touched on yet.
 
"No power in the 'Verse, can stop me."
3f035deffa63a40f55bbc6c48cc2c908.jpg

NAME = RIVER TAM

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = EXPERIMENT
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.

THE WEAPON
Once per game, at the start of any round, after order markers have been placed, you may activate The Weapon. 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 an unblockable attack die against a figure engaged with River.

NO POWER IN THE 'VERSE
River Tam never takes leaving engagement attacks. If River would receive one or more wounds, you may reveal and remove an X order marker from any card you control and ignore those wounds.
1630151508_cover.jpg
 
Endeavor from My Hero Academia (Jump Comics, supporting character for All Might)

Highlights:
- Flame Powers
-#2 Hero while All Might is alive
-Not a nice person
-Has tried entire career to replace the #1 Hero and eventually has to step into that role when the #1 retires while the rest of the world is unprepared
-Not immune to flames and can overheat with repeated use of Flashfire techniques (there are a bunch but they are generally ranged in nature

Spoiler Alert!
 
Last edited:
Back
Top