• 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.

The Book of Blacksmith

IAmBatman

Champ of C3G Con 2020, 2024, and mindless posting
Site Supporter
The Book of Blacksmith

C3G DC WAVE 38
FLASH FORWARD


C3G_Blacksmith_comic.png

Comic PDF

C3G_Blacksmith_mini.png

Mini PDF

The figure used for this unit is a MODIFIED Heroclix figure from the DC Arkham Asylum set.
Its model number and name are #019 / Lashina.

Tutorial on how to create and paint this figure

_________________________________________________________________

Character Bio - “Amunet Black has been running and operating the Network, an underground black market in Central City and Keystone City, the twin cities, for supervillains to buy, sell, or move contraband. During that time, she had a brief marriage to Goldface. When they divorced, she stole the elixir that gave him his powers and changed it to gain the ability to merge metal with flesh and shape it to her will. She was able to keep the Network hidden from the authorities and if any villain reformed or quit crime, she made sure the memories of the Network were erased from their minds. Soon, with a vision of power, Blacksmith planned out her takeover of the twin cities, with her as the leader.
“First, she organized a new group of rogues, which consisted of the Weather Wizard, Mirror Master II, Magenta, Murmur, Girder, Plunder, and Trickster II. She made sure that her rogues were strong and had better control of their powers. She had Magenta use her powers to keep Girder from rusting and taught the Weather Wizard better control with his wand” (Wikipedia 2020).
_________________________________________________________________

-Rulings and Clarifications-
  • N/A
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • Blacksmith can bond with and upgrade Rogues with her Rogue Roster Upgrades special power.
Immunities, Benefits, and Weaknesses:
  • N/A
_________________________________________________________________

-Strategy, Tactics and Tips--Heroscapers Community Contributions-
 
Last edited by a moderator:
Re: The Book of Blacksmith (Breathing)

NAME = BLACKSMITH
SECRET IDENTITY = AMUNET BLACK

SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ROGUE
PERSONALITY = RUTHLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

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

POINTS = 210


ROGUE ROSTER UPGRADES
After revealing an Order Marker on this card and before taking a turn with Blacksmith, you may take a turn with one other Rogue Hero you control. During this turn, if that Rogue attacks with a normal or special attack, before defense dice are rolled, you may choose to reroll all dice for that attack once. After taking a turn with Blacksmith, you may not take any additional turns with other figures you control.

INORGANIC FUSION SPECIAL ATTACK
Range 3. Attack 2 + Special.
Choose a figure to attack. Add one to your attack for each destructible object or obstacle within 2 spaces of the chosen figure.

WATER WEAKNESS
If Blacksmith is on a water space, she rolls 1 fewer defense die and 1 fewer attack die.
 
Last edited:
Re: The Book of Blacksmith (Breathing)

Mini Picture
Spoiler Alert!


Comic Picture
FFBlack2_1200_527_81_s.jpg


Background
city_street_fog_137173_3263x4079.jpg

Posting this here for future use:

Blacksmith miniature painting tutorial

Spoiler Alert!
 
Last edited by a moderator:
Re: The Book of Blacksmith (Breathing)

Last Chance Workshop left me a bit unsettled on where to go with Blacksmith’s marquee power, so I’m going to present what I feel are my main options here and poll it out while we’re in the breathing period here:

OPTION ONE: ALL-IN ON SPECIAL ATTACKS

ROGUE ROSTER UPGRADES
At the start of the game, you may choose up to 5 Unique Rogue Heroes you control and place a black Rogue Marker on each of their cards. After revealing an Order Marker on this card and taking a turn with Blacksmith, you may take a turn with one other Hero you control with your Rogue Marker on its card. While there is a revealed Order Marker on Blacksmith's card, any figure you control with a Rogue Marker on its card adds one die to any special attack on that card.

OPTION TWO: D20 BOOSTS

ROGUE ROSTER UPGRADES
At the start of the game, you may choose up to 5 Unique Rogue Heroes you control and place a black Rogue Marker on each of their cards. After revealing an Order Marker on this card and taking a turn with Blacksmith, you may take a turn with one other Hero you control with your Rogue Marker on its card. While there is a revealed Order Marker on Blacksmith's card, when you roll the 20-sided die for any special power on an Army Card you control with a Rogue Marker on it, you may add one to the roll.

OPTION THREE: DEFENSIVE BOOST

ROGUE ROSTER UPGRADES
At the start of the game, you may choose up to 5 Unique Rogue Heroes you control and place a black Rogue Marker on each of their cards. After revealing an Order Marker on this card and taking a turn with Blacksmith, you may take a turn with one other Hero you control with your Rogue Marker on its card. While there is a revealed Order Marker on Blacksmith's card, any figure you control with a Rogue Marker on its card adds one die to its defense.

OPTION FOUR: SPECIAL ATTACK MODIFICATION END AROUND A (ALA EVIL DEAD)

ROGUE ROSTER UPGRADES
At the start of the game, you may choose up to 5 Unique Rogue Heroes you control and place a black Rogue Marker on each of their cards. After revealing an Order Marker on this card and taking a turn with Blacksmith, you may take a turn with one other Hero you control with your Rogue Marker on its card. While there is a revealed Order Marker on Blacksmith's card, when any figure you control with a Rogue Marker on its card attacks with a special attack, they may attack one additional time.

OPTION FIVE: SPECIAL ATTACK MODIFICATION END AROUND B

ROGUE ROSTER UPGRADES
At the start of the game, you may choose up to 5 Unique Rogue Heroes you control and place a black Rogue Marker on each of their cards. After revealing an Order Marker on this card and taking a turn with Blacksmith, you may take a turn with one other Hero you control with your Rogue Marker on its card. While there is a revealed Order Marker on Blacksmith's card, after any figure you control with a Rogue Marker on its card attacks with a special attack, if you rolled at least as many skulls as shields were rolled for the defending figure, roll one unblockable attack die against the defending figure.

OPTION SIX: SOMETHING ELSE (PLEASE SPECIFY)
 
Last edited:
Re: The Book of Blacksmith (Breathing)

Like Option 4 followed by Option 4 (Assume it should be 5)
 
Re: The Book of Blacksmith (Breathing)

Lots to digest. My choice is pending.
 
Re: The Book of Blacksmith (Breathing)

I like Option 4A under the condition that there are no Rogue SAs that get screwy when attacking multiple times. That's why we've generally avoided "attack again" as a boost in the past. Only thing I can immediately think of is Itching Powder Bomb...does the attack again override the once per game? I'd personally say no. But I think that's the kind of thing you can just FAQ.

If that gets ruled out, I like 4B, or some other similar effect. It seems like there's plenty of proof that SAs can be "buffed" without wading into the murky waters of modification.

Option 3 is the least exciting to me, just cause it feels like nothing new.
 
Re: The Book of Blacksmith (Breathing)

As mentioned before, Option 1 is right out for me. Option 2 and Option 3 are both fine, but I suspect you wouldn't be happy with them, and frankly they're not super interesting.

Option 4 and Option 5 would both be an interesting angle on synergy, and I think they work well within the Rogues as a faction. Can't speak for theme, but I'd be happy with either. Preference for Option 4, which to be just seems flashier - it's more interesting if you get two shots from a cold gun or two throws of a boomerang, than just a single unblockable.
 
Re: The Book of Blacksmith (Breathing)

4(A) is an interesting one, though it's probably the most powerful of the bunch. Weather Wizard would get 4 attacks of 4 with it. How would it work with Captain Cold (I)'s bonding?

I'll support any direction as all seem pretty fun.

Random thing I noticed: Trickster (I) can reveal the X on Blacksmith's card to activate her boost. Not really a notable interaction since all your numbered OMs will probably be on Blacksmith anyway and it requires an opponent to set it up, but it's kinda interesting.
 
Re: The Book of Blacksmith (Breathing)

Still fine with 1. Don’t see how 4 is any different, but whatever. The issue with 4 is multi attacks. If you use some like like auto shotgun that already lets you attack twice, so you attack once more or use the powers once more, effectively attacking twice more? Or Storms SA. I know it’s limited to rogues, but it seems messier than just adding a single die if we would ever have powers like that.
 
Re: The Book of Blacksmith (Breathing)

4A is probably my favorite of those options but I will say that a defense boost is intriguing.

Just to make sure I understand 4B. If the Defender rolls more Shields than you roll skulls nothing happens. But if you actually hit with the SA they get a bonus wound? I thought the issue with Rogues SA was they didn't score often enough.

Option 6
At the start of the game, you may choose up to 5 Unique Rogue Heroes you control and place a black Rogue Marker on each of their cards. After revealing an Order Marker on this card and taking a turn with Blacksmith, you may take a turn with one other Hero you control with your Rogue Marker on its card. While there is a revealed Order Marker on Blacksmith's card, when any figure you control with a Rogue Marker on its card attacks with a special attack, If they did not wound a figure, they may attack one additional time.
 
Re: The Book of Blacksmith (Breathing)

I like Japes's idea above. Gives the Rogues reliability over potential major swings.
 
Re: The Book of Blacksmith (Breathing)

More attacks = more chance to catch Flash off guard, but also more chances for him to evade and run out of range. I like it.
 
Re: The Book of Blacksmith (Breathing)

I like that option for number 6, japes. The Trickster example makes me think we should probably put "may attack one additional time with a normal or special attack" or something along those lines.
 
Re: The Book of Blacksmith (Breathing)

For the Record I think I stole that from @johnny139 Don't think it was my original idea. Though I could be wrong. I've been up really late all week. You guys are killing me keeping me up past my bedtime. I've been inspired though.
 
Re: The Book of Blacksmith (Breathing)

I don't remember saying it, but I think it's a good idea, so I'm happy to take credit. :D
 
Re: The Book of Blacksmith (Breathing)

This needs to be addressed when adding attacks to Special Attacks. It's more complicated than adding a single die:

Still fine with 1. Don’t see how 4 is any different, but whatever. The issue with 4 is multi attacks. If you use some like like auto shotgun that already lets you attack twice, so you attack once more or use the powers once more, effectively attacking twice more? Or Storms SA. I know it’s limited to rogues, but it seems messier than just adding a single die if we would ever have powers like that.
 
Re: The Book of Blacksmith (Breathing)

Do we need the markers? I know they're representing the idea of upgrades, but 5 is pretty generous anyway, and this looks a lot cleaner to me:

After revealing an Order Marker on this card and taking a turn with Blacksmith, you may take a turn with any Rogue Hero you control. While there is a revealed Order Marker on this card, when a Rogue you control attacks with a special attack, if it did not wound a figure, it may attack one additional time with a normal or special attack.
 
Re: The Book of Blacksmith (Breathing)

Rogues are fairly cheap, I would worry about how she scaled without markers.
 
Re: The Book of Blacksmith (Breathing)

I'd be worried how the double special attack is gonna look in Waller builds. Double Rogue turns (potentially triple with Cold I) with two shots at their Special Attacks sounds like a heck of a lot of potential.
 
Re: The Book of Blacksmith (Breathing)

I mean, I'm fine with dropping the markers. They were originally there as a check to concerns about modifying special attacks. If we're moving away from straight modifications into territory we've already done with Evil Dead (that's a precedent on Ash Williams for the double attacks for special attacks, LP) then I'd be OK with dropping the markers if other folks are.

I also, honestly, heartily, agree that granting a double attack to special attacks and adding +1 to special attacks has about the same level of disruption/potential concern, but one is seen as a sacred cow and one we've actually done as a group, so I'm kind of in "pick your battles" mode. :p I think either hits the theme I want (she upgrades the Rogues' abilities and effectiveness) and either hit the mechanical interactions I want for the faction.

A dangling concern for going with japes' proposal is whether @japes is OK with how she will synergize with the Rogues thematically. I know there was some discussion on that in the LCW and on Discord and I want to know his concerns have been satisfied before trying to move forward.

For the mechanics of #6 itself, I think there are easy ways to make it clearer, such as if the Rogue attacks with a special attack, they get one additional turn in which they can only attack, or something like that.
 
Re: The Book of Blacksmith (Breathing)

Here's what I'm thinking to address stated concerns, including the one LV :ninja:'d me with:

ROGUE UPGRADES
After revealing an Order Marker on this card and taking a turn with Blacksmith, you may take a turn with one other Rogue Hero you control.
After taking a turn this way, if that Rogue attacked with a special attack and did not inflict any wounds, you may immediately take an additional turn with that Rogue, during which it cannot move.
 
Back
Top