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Soundwarp, le workshop public

Since All Might is just by his lonesome right now, I made a frog:


Tsuyu_Asui_Hero_Costume_Anime_Action.png


NAME = FROPPY
SECRET IDENTITY = TSUYU ASUI

SPECIES = QUIRKHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = STUDENT
PERSONALITY = IDK (something in the realm of like calm or reliable or something)

SIZE/HEIGHT = MEDIUM 4

LIFE = 3

MOVE = 6
RANGE = 1
ATTACK = 3
DEFENSE = 5

POINTS = SURE


RAINY SEASON HERO
Froppy does not have to stop her movement when entering water spaces. Once per round, instead of moving normally with another Student Hero you control, you may use either Froppy's Stealth Leap or Tongue Grab special power.

TONGUE GRAB
Instead of attacking with Froppy, you may choose one non-adjacent small or medium figure within 3 clear sight spaces and 3 levels of Froppy. Roll the 20-sided die. If you roll 12 or higher, place the chosen figure on any empty space within 3 clear sight spaces and 3 levels of Froppy. If the chosen figure is engaged when it is moved by Froppy's Tongue Grab 12, it will not take any leaving engagement attacks.

STEALTH LEAP 12
Instead of her normal move, Froppy may move up to 3 spaces with Stealth Leap. When moving with Stealth Leap, Froppy has the Flying special power, but may not move up or down more than 12 levels in a single leap, and will not take any leaving engagement attacks when she starts to leap.
 
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Since I found out this is a thing GL Kyle does quite a bit:

KYLE-RAYNER-CONSTRUCTS-Giant-Mecha.png


NAME = GREEN LANTERN
SECRET IDENTITY = KYLE RAYNER

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = OFFICER (or like Ranger maybe since I don't think the 'all GLs are officers' actually does anything now?)
PERSONALITY = CREATIVE

SIZE/HEIGHT = MEDIUM 4

LIFE = 4

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

POINTS = SURE


"A MANGA NUT WITH A POWER RING"
Start the game with any number of Vehicles in your army on this card. Those vehicles each have the name Green Construct instead of what is listed on their cards. Before taking a turn with Green Lantern, you may do any number of the following:
-have him exit any vehicle he is occupying
-place any number of unoccupied vehicles named Green Construct that are in your army and on the battlefield on this card
-place 1 vehicle named Green Construct from this card onto a space adjacent to Green Lantern.
-have Green Lantern enter an adjacent vehicle named Green Construct. He will not take any leaving engagement attacks.
When Green Lantern is destroyed, destroy all vehicles named Green Construct in your army.

I HAVE THE POWER OF OA AND ANIME ON MY SIDE
If Green Lantern would receive 1 or more wounds, you may inflict an equal number of wounds on a vehicle named Green Construct that is in your army but not destroyed to ignore all wounds he would receive.

THEM POWERS AT THE BOTTOM

NOTES:

This doesn't try to work in any of the power battery stuff GLs usually do since:

-there wasn't a particularly good way to; and
-I don't like any of that mess and the whole point was making a GL I would actually want to play.

The second power is basically representing him making shields and such but then he's rushed an under pressure and his vehicle constructs aren't as refined and whatnot.
 
Pretty sure Kilowog still pumps his stats if he’s an officer. But that’s a cool design.
 
Interesting. I'd play it for sure. Stats seem maybe a tad light?
 
Hmm, forgot about the Kilowog thing. Honestly I dont really mind if he doesnt pair up super well with other Lanterns. We have a Kyle for that already and the human GLs do have a life outside the Corps and all.

---

On his stats:

He's only 1 off on attack and defense and equal range.
Move is a fair bit lower but I wanted him to have a reason to draft cars and such, since he seems to make those a lot too. Plus I think having him drive somewhere in a construct car before forming a construct Gundam and basically being a Green Lantern Transformer is cool :lol:

I guess his attack/defense could go up but I'd worry that would get away from the wanting to use Gundams and such for offense a bit.
 
Fair enough. Seems a tad odd thematically maybe for him to have Batman level attack/defense, but I do like the push towards actually using vehicles. In practice so long as you're shielding him by putting him in vehicles and using them offensively, he should feel much more powerful. And the defensive power is obviously really solid.
 
I was bored, have a stupid thing:

Zatanna-Fine-Art-Print-by-Jay-Anacleto-Unframed-2.jpg


NAME = MAGIC RABBIT
SECRET IDENTITY =

SPECIES = RABBIT
UNIQUENESS = COMMON HERO
CLASS = COMPANION (maybe?)
PERSONALITY = TRICKY

SIZE/HEIGHT = SMALL 2

LIFE = 1

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

POINTS = NOT MANY


AND FOR MY NEXT TRICK...
Magic Rabbits start the game on this card. After moving and before attacking with a figure you control that has the Magical Defense special power, you may place any number of Magic Rabbits that have not yet been placed this game on spaces adjacent to that figure.

MYSTIC REPLICATION 16
If a Magic Rabbit you control would receive one or more wounds from a normal or special attack from a figure that does not have the Magical Defense special power, you may roll the 20-sided die. If you roll 16 or higher, ignore any wounds that Magic Rabbit just received and, if possible, place one of your Magic Rabbit figures from this card adjacent to the defending Magic Rabbit.

NOTES:

Full disclosure, no idea if that image actually goes with a comic story, but if it does I haven't read it. I'm just going with the general idea of magic types being able to flood the board with bunnies if they want
 
This is a stupid thing I specifically had been wanting!! :woot:

Love it. :-D Fwiw there's an episode of Superhero Girls with Zatanna's rabbits where this very thing is specifically covered.
 
Hah, I love it. Not that I think Magical Defense figures exactly need a defensive screen, but thematically I want this. :lol:
 
Yeah the DC Superhero Girls episode was what got me thinking on this.

And yeah, defensive screen might be a bit strong for Magical Defense dudes, but I thought the idea was too silly not to explore.
 
NAME = TALIA AL GHUL
SECRET IDENTITY =

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ASSASSIN
PERSONALITY = IDK (like treacherous or vengeful or manipulative or something?)

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

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

POINTS = YES


SOMETHING SOMETHING TARGETING ONE DUDE
At the start of the game, choose a Unique Hero to be Talia's Target. You must choose a figure named Bruce Wayne if possible. Talia's target subtracts 1 from their Defense number and 2 from any 20-sided die rolls they make when defending against Talia.

ASSASSIN SURPRISE THING
Before attacking with an Assassin figure you control, you may remove an unrevealed Order Marker from this card. If you do, all special powers on the Army Card of Talia's target are negated for the rest of this turn, and you may add 1 automatic skull to that Assassin's next attack roll.

DEMON'S HEIR
If there is a figure named Ra's al Ghul in your army but you do not control figure named Ra's al Ghul on the battlefield, Talia has the the personality and class of Diabolic Mastermind in addition to what is listed on this card and after revealing an Order Marker on Talia's card and taking a turn with Talia, you may take a turn with 1 other Assassin Army Card you control.

NOTES:

Just something I was thinking of after some convo on Bat's League Assassin dudes. Admittedly, not a character I posses a vast amount of knowledge on.

The theme I'm going for is like someone who's spent some time with the good guy but has now gone fully darkside and is using knowledge of them against them kinda dealio.
 
Something Vendetta? Or something about Intimacy for the first power?

Maybe Assassination Plan for the second power?
 
Intimate Knowledge is a good choice.

I like this a lot.

as someone that doesn't know the character as you say...you kind of nailed her.
 
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