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The figure used for this unit is a HeroClix figure from the Origin set.
Its model number and name are #090 / Gentleman Ghost.
_________________________________________________________________ Character Bio - In the 1800s, "Gentleman" Jim Craddock was a notorious English highwayman, but his journeys brought him to America, where he was killed by the gunslingers Nighthawk and Cinnamon, reincarnations of Egyptian royalty Prince Khufu and Chay-Ara. Unfortunately, Craddock's spirit rose from the dead, forever entwined with the immortal souls of his killers. Today, these souls inhabit the bodies of Carter Holl and his wife Shiera, better known as Hawkman and Hawkgirl. Cursed with eternal un-life, Gentleman Ghost now exists only to destroy those that wronged him and bring chaos to the realm of the living.
_________________________________________________________________
NAME = GENTLEMAN GHOST
SECRET IDENTITY = JIM CRADDOCK
SPECIES = UNDEAD
UNIQUENESS = UNIQUE HERO
CLASS = THIEF
PERSONALITY = DEGENERATE
SIZE/HEIGHT = MEDIUM 5
LIFE = 2
MOVE = 7
RANGE = 5
ATTACK = 3
DEFENSE = 5
POINTS = 165
INTANGIBILITY
Gentleman Ghost can move through all figures, Fortress Walls, and obstacles, and is never attacked when leaving an engagement. Gentleman Ghost cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight.
HIGHWAYMAN
When Gentleman Ghost attacks a figure equipped with an Equipment Glyph or a figure occupying a road space, add 1 die to his attack.
DANSE MACABRE
When Gentleman Ghost is destroyed, Order Markers can still be placed and revealed on this card. Once per round, if Gentleman Ghost is destroyed, after revealing a numbered Order Marker on this card, you may roll the 20-sided die.
• If you roll 1-4, nothing happens.
• If you roll 5-12, you may place Gentleman Ghost on any unoccupied space on the battlefield, remove all Wound Markers on this card, and take a turn with Gentleman Ghost. After taking this turn, destroy Gentleman Ghost.
• If you roll 13 or higher, you may place Gentleman Ghost on any unoccupied space on the battlefield, remove all Wound Markers on this card, and take a turn with Gentleman Ghost.
I really like the Danse power! I think Intangibility should be last on the card since we're all pretty familiar with it at this point.
Leftbox and stats look good.
I think this change might help make it completely clear that it's the defending figure on the road space, not GG, for the bonus (also I think it reads better):
HIGHWAYMAN
When Gentleman Ghost attacks a figure occupying a road space, add one die to his attack.
I'd like to at least to ask if we should consider opening the bonus up to asphalt as well, since it's pretty narrow in uses.
Edit: Good notes from Margloth. I like the E-Glyph thing, especially as that's been a big aesthetic for us regarding thieves.
Will do with Wound Markers, change to "occupy" sounds like a good one, and I can get behind the E-Glyph addition. If so I don't think there's a reason to add asphalt to the list.
For the power order I went with gameplay order - movement, attack, destroyed. So far it's always at or near the top, though I could see an argument for Danse coming first.
I agree that asphalt isn't needed if we go E-Glyph. We do typically go gameplay order, and that's a good aesthetic overall for sure, but we've gotten to the point where less referenced powers are getting moved to the bottom in favor of more referenced powers at the top, especially when we're putting reused powers on the card. Not a huge deal for me either way, though.
Nice design Johnny and I agree with the changes. I thought about the addition of asphalt too, but the E-Glyph helps add enough to keep it from being too niche with just the road.
The E-Glyph is definitely cool - great suggestion, Margloth. Thematic in what it does (greedy thief is more brutal when there's something to steal) and what it doesn't (no finesse or sneaking - a highwayman takes what he wants by force).
The only thing worth discussing, I think, is the power order (which I prefer as-is), which isn't really integral right now anyways. Unless SirG or anyone else notices something off!
Also, mini pictures - does anyone have them, and if not, should I request them now?
The only thing worth discussing, I think, is the power order (which I prefer as-is), which isn't really integral right now anyways. Unless SirG or anyone else notices something off!
Also, mini pictures - does anyone have them, and if not, should I request them now?
Alright, second post updated with what I think is the "finished" draft. So, I should send out ERB messages now, right? And once those are in (and pending any changes), I do my own Initial Playtest? How are we feeling on the point cost, by the by... it sort of feels high to me, but he's a ranged figure with 7 Move and Intangibility AND he keeps coming back.
Also, looking kind of far ahead, miniature pictures linked in the first post. Figure itself is kind of scuffed and splatched, though - from a quick glance, is it workable?
You're allowed to do the ERB any time you want to after the initial breathing period is up (though I usually like to do it before testing) and we're definitely hoping that you and LP will both consistently be able to do your own initials, as well as hopefully among you be able to help out A3n or with the public tests, or SirG when he's swamped with work. Griff was A3n's dedicated playtester, but without Griff there's no one really helping A3n out, and as our Art Department head, we try not to ask as much of A3n when it comes to playtesting.
I trust you to get the initial point cost sorted out - once you get him on the battlefield, the results should start speaking for themselves pretty quickly.
EDIT: Oh, and another fix - currently Danse Macabre can be used even when Gentleman Ghost is alive which isn't really the intent, so I switched "once per round" with "if Gentleman Ghost is destroyed."
Nevermind testing Thanos Johnny. You might as well concentrate on this and helping A3n get his initial done. There are 3 others signed up for Thanos anyway.
The joy of being a hero is having a few things going on at once I'm sure I'll have to put AIM on hold to do Uncle Sam next weekend since 90% of the time I only have time on the weekends to do army tests. Then have Odin to do in house, so AIM might get done in July. But that's part of the Hero bidness.
The best part of returning from a hike is finding myself covered in ticks.
Second best part? Checking my PM box and finding a design to ERB.
Intangibility
Very fitting for a ghost and a vetted ability. Moving on! (scratch)
Highwayman
Oh, now here’s an additional glyph counter! If attacking someone with multiple Equipment Glyphs (e.g., Mandarin), I wouldn’t think based on the wording that you’d stack +1 bonuses for each glyph.
Danse Macabre
This is a unique take on resurrection, where you’re allowing the figure to return for just one turn on 5-12.
I’m pretty certain this would still happen if G.Ghost was placed on another card via Ghost Rider’s Penance Stare or Brainiac’s Miniaturized Collection.
Final Thoughts
I’ve finished reviewing the design, but it hasn’t taken care of my tick problem. (scratch)
SPECIES = UNDEAD UNIQUENESS = UNIQUE HERO CLASS = THIEF PERSONALITY = DEGENERATE
SIZE/HEIGHT = MEDIUM 5
LIFE = 2
MOVE = 7 RANGE = 5 ATTACK = 3 DEFENSE = 5
POINTS = 170
INTANGIBILITY
Gentleman Ghost can move through all figures and obstacles such as ruins and is never attacked when leaving an engagement. Gentleman Ghost cannot be targeted by opponents' non-adjacent figures for any attack or for any opponents' special powers that require clear sight.
HIGHWAYMAN
When Gentleman Ghost attacks a figure equipped with an Equipment Glyph or a figure occupying a road space, add one die to his attack.
DANSE MACABRE
When Gentleman Ghost is destroyed, Order Markers can still be placed and revealed on this card. If Gentleman Ghost is destroyed, after revealing a numbered Order Marker on this card, you may roll the 20-sided die.
If you roll 1-4, nothing happens.
If you roll 5-12, you may place Gentleman Ghost on any unoccupied space on the battlefield and remove all Wound Markers on this card. After taking a turn with Gentleman Ghost, he is destroyed.
If you roll 13 or higher, you may place Gentleman Ghost on any unoccupied space on the battlefield and remove all Wound Markers on this card.
Looks like a fun one to play. Like Steven Seagall, he's Hard To Kill. I know nothing about this character, but I like him. Too bad we couldn't get him into the Trick Or Treat pack!
I had some free time today and figured, since we seem pretty close to final with GG, I'd get his Initial Playtest out of the way while waiting on the last ERB response. Tell me if anything looks off!
C3G INITIAL PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Gentleman Ghost
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them. PASS
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game. PASS
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding. PASS
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit too powerful or too weak. PASS
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any. PASS
- FUN TEST/ Consider whether or not the design was fun to play. PASS (SO fun. It's cool to place him on the battlefield, fire a shot, and then take him back off again. Like he's haunting the place.)
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against. PASS
- DRAFTING TEST/ Consider whether or not this design is worth drafting. PASS
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable. PASS (Highwayman is a bit niche, of course, but usable.)
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game. PASS
Heavy Hitter or Mid-Level Hero Test - Does it pass, Yes or No? YES! - What should be the unit's point value? 160 POINTS - Give a brief overview.He did FAIRLY well. On par with some at 170, way worse than others. Considering he can come back from the dead, of course, I'd say he's closer to the 170-180 point range in a full army build.
Spoiler Alert!
TEST 1
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Magma (170 Points) Magma wins; 2 Wounds, 4 Rounds. A long match without much action (both being defensive units), mostly down to luck and mostly even.
TEST 2
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Magma (170 Points) Gentleman Ghost wins; 0 Wounds, 2 Rounds. Good luck for Ghost, poor movement rolls for Magma means height and mobility can dominate.
TEST 3
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Magma (170 Points) Gentleman Ghost wins; 0 Wounds, 1 Round. All skulls against no shields in the first attack of the game.
TEST 4
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Black Widow (170 Points) Black Widow wins; 1 Wound, 1 Round. Ghost is quick to fire from above, but Widow gets close and rolls all skulls, killing him easily.
TEST 5
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Black Widow (170 Points) Gentleman Ghost wins; 1 Wound, 2 Rounds. Black Widow takes advantage of her initiative win to deal a wound, but Gentleman plays smart, keeps his distance, and gets a heavy duty shot in after pecking all match.
TEST 6
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Black Widow (170 Points) Gentleman Ghost wins; 0 Wounds, 2 Rounds. Gentleman Ghost is a master of keep-away; he's able to fly around and with a spot of good luck tear Widow to shreds.
TEST 7
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Tigra (170 Points) Tigra wins; 1 Wound, 1 Round. Keep-away doesn't mean a thing with someone as fast as Tigra. She's able to kill him with her first attack.
TEST 8
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Tigra (170 Points) Tigra wins; 2 Wounds, 2 Rounds. Even with initiative giving him two turns in a row, Jim can't do more than enrage Tigra.
TEST 8
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Tigra (170 Points) Tigra wins; 2 Wounds, 2 Rounds. Even with initiative giving him two turns in a row, Jim can't do more than enrage Tigra.
TEST 9
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Tigra (170 Points) Tigra wins; 1 Wound, 2 Rounds. Again, absolute stompage.
TEST 10
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Count Vertigo (160 Points) Gentleman Ghost wins; 1 Wound, 3 Rounds. It's a good match; Vertigo stuns Jim's flying by engaging him, and the two trade blows until Ghost fires from height near the end.
TEST 11
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Count Vertigo (160 Points) Count Vertigo wins; 0 Wounds, 2 Rounds. Both roll defense well, but eventually Vertigo gets a good hit and takes Ghost out with one blow.
TEST 12
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Count Vertigo (160 Points) Count Vertigo wins; 0 Wounds, 2 Rounds. Both roll defense well, but eventually Vertigo gets a good hit and takes Ghost out with one blow.
TEST 13
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Yellowjacket and Wasp (170 Points) Yellowjacket wins; 1 Wound, Wasp destroyed, 3 Rounds. To see how useful the Highwayman power could be, I wanted to test against someone that starts with an E-Glyph. Turns out it's a handy power. Wasp went down quick and GG dealt a wound to Hank, but Sting took him out eventually.
TEST 14
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Yellowjacket and Wasp (170 Points) Yellowjacket wins; 1 Wound, Wasp destroyed, 2 Rounds. Even more savvy with the Shrink Ray, it doesn't take long to disarm and take down Gentleman Ghost.
TEST 15
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Yellowjacket and Wasp (170 Points) Yellowjacket wins; 2 Wounds, Wasp destroyed, 2 Rounds. This one was closer - Ghost got in a good shot from height, but it didn't matter; Wasp had dealt a wound and Hank finished him.
Squad Test - Does it pass, Yes or No? YES! - What should be the unit's point value? 170 POINTS - Give a brief overview.Gentleman Ghost barely loses to the last officer after a long period of domination; definitely a good match.
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Science Police x2 (170 Points)
Spoiler Alert!
Science Police win; 5 destroyed, 4 Rounds.
For the entire match Gentleman Ghost camps on height, firing down on the Police that approach... only one ever comes close enough to attack. However, the last one climbs high, gets one hit from height, and then another attack after Jim whiffs his next attack. Just about perfect.
Squad Test - Does it pass, Yes or No? YES! - What should be the unit's point value? 170 POINTS - Give a brief overview.Gentleman Ghost uses his mobility to avoid the Apokoliptian Weaponry of the Parademons.
Map: Mountain Spring
Units: Gentleman Ghost (170 Points) vs. Parademon Shock Troopers x2 (160 Points)
Spoiler Alert!
Gentleman Ghost wins; 1 Wound, 3 Rounds.
It's close, but after trading volleys with a Parademon for a while and taking a wound due to his Weaponry, Jim realizes it's in his best interest to RUN and pray for the best. He's able to kill all but that original Parademon; they reunite up on height and trade blows for a while, with Gentleman Ghost ultimately winning.
Army Test - Does it pass, Yes or No? YES! - What should be the unit's point value? 160-170 POINTS - Give a brief overview.He was able to do some real damage to Wonder Girl and was a great help clearing out some Amazons, but went down fast and his reappearances were sporadic at best. I think a better roll for Danse Macabre could have helped turn things around, though... the Amazons didn't really have a way to fight back.
Map: Mountain Spring
Units: Gentleman Ghost, Ventriloquist, Vulture, Street Thugs x3 (575 Points) vs. Wonder Girl, Spoiler, Amazon Warriors x4 (590 Points)
ROUND 1: Gentleman Ghost flies toward the E-Glyph on height, but Wonder Girl and Spoiler move, too. Donna can't hit Jim, who grabs the Glyph of Experimental Medicine and attacks. The Amazon Warriors can't really do much in comparison.
ROUND 2: Wonder Girl falls back as Vulture moves toward the Glyph. Wonder Girl cuts him off, dealing a wound. Spoiler moves in, as do the Amazons, while Gentleman Ghost rolls low for movement.
ROUND 3: Wonder Girl keeps Vulture from getting too far away while Spoiler grabs the Glyph of Bat-Grapple (how useful). Ventriloquist can't hurt Wonder Girl, and is hit by Scarface. Donna can't hurt Vulture, but Spoiler swings in and ICES him with one hit. Jim and the Amazons can't do anything.
ROUND 4: Gentleman Ghost gets a great shot at the Equipped Spoiler... but whiffs! Donna flies up and kills him with one blow. Spoiler moved on Ventriloquist... but next turn, he and the Thugs ice her easily. The Amazons can't hurt anyone, Jim can't return from the dead, and Donna flies back to heal up with the Medicine.
ROUND 5: The Amazons hit Ventriloquist for one. Gentleman Ghost appears, hits Donna for two, and vanishes. Donna can't hurt Ventriloquist, he can't hurt her (and hurts himself). The Thugs kill an Amazon and wound Donna. The Amazons kill a Thug. Ventriloquist ends up killing himself in a failed attack, and the Thugs finally kills Donna.
ROUND 6: The Thugs can't do anything to Amazons, but Gentleman Ghost can when he reappears (after two more are killed) and vanishes once again. The Amazons continue their advance.
ROUND 7: The Thugs fight back, killing another Amazon, but can't stop their advance. Jim appears once and fails, and ultimately the Thugs are swept away.
Army Test - Does it pass, Yes or No? YES! - What should be the unit's point value? 150-170 POINTS - Give a brief overview.Gentleman Ghost was able to do some real damage to Red Skull, knocking away the Cube and almost turning the tide of battle. The rest of the army (Carnage in particular) disappointed, and he didn't do as well as he could have, bu he was pretty solid overall.
Map: Mountain Spring
Units: Gentleman Ghost, Carnage, Harley Quinn, Green Goblin, Joker (1000 Points) vs. Red Skull: Johann Schmidt, Madame HYDRA, HYDRA Agents x3, Wizard, Doctor Octopus, Bodyguard x3 (1000 Points)
ROUND 1: The two teams move - the Terrorists barely at all, Insano very quickly. By the end of the round Carnage looms over the opposing start zone.
ROUND 2: Harley move in and tosses her bomb, killing five Agents, two Bodyguards, and dealing a wound to Madame HYDRA. The rest of the Terrorists are flustered by Reorganized Chaos. They can't do much at all, but Gentleman Ghost is slow in his advance. Doc Ock engages Carnage, dealing three wounds.
ROUND 3: Things turn around fast for HYDRA; Red Skulls moves a wound onto Carnage, kills him with his normal attack, and moves Doc Ock toward Green Goblin. Carnage is dead, and can't take a turn; Octavius moves toward Gentleman Ghost and kills him. It's not too bad, though... he returns with Danse Macabre, attacks Red Skull, deals two wounds, and knocks the Cube into the river above. The Agents move in, as does Madame HYDRA, but none of them can get at the Cube. Green Goblin grabs it next turn, but doesn't use it. He kills an Agent.
ROUND 4: Green Goblin, between his Bomb and his normal attack, is able to kill Madame HYDRA. Doc Ock moves in and kills Harley. Gentleman Ghost makes his first permanent reappearance so far. The Agents try to hit Goblin, Skull tries to hit Ghost. Nothing. Green Goblin kills another guy. Skull deals a wound to Ghost, and Doc Ock locks down Goblin (though he can't wound him.
ROUND 5: HYDRA gets lucky and wounds Green Goblin, knocking the Cube into the Skull's hands. He heals himself and wounds Gentleman Ghost, who reappears with the next Order Marker anyways. Doc Ock kills Green Goblin. Red Skull comes up and kills Gentleman Ghost, then takes a turn with Wizard.
ROUND 6: The Agents move in. They attack Joker, but don't wound him. Skull heals Doc Ock and harms Joker. Joker runs into the shadows and kills an Agent. Doc Ock scurries in and kills Joker.
FINAL THOUGHTS: I like him! He's good for an Order Marker now and then, even after he's destroyed, and the ability to still "use" him once he's dead makes for interesting placement strategies. However, 170 seems a bit high... his armies lost both tests, and he's a bit niche, and really not too strong overall. I'm going to return the once-per-round restriction to Danse Macabre and put him at 160.