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The Book of Jewel

Re: The Book of Jewel - ERB Phase

I'll leave that one to you. :p
 
Re: The Book of Jewel - ERB Phase

Any thoughts on Luke Cage's potential power level, Hahma?
I definitely want her to be Jewel, not Power Girl.
If it's not right for her to be way less powerful than Luke Cage, I'd rather go with her as is, except maybe a synergy power with him.


Here's write-up I have for Luke Cage:

Luke Cage
Mutate
Unique Hero
Proud?
Fighter?
Medium 5

Life 6
Move 5
Range 1
Attack 6
Defense 5/6
Cost 220?

BULLETPRO0F

When rolling defense dice, if Luke Cage rolls at least one shield, the most wounds he may take for this attack is one.

I'VE GOT YOUR BACK
If a friendly figure adjacent to Luke Cage is targeted for a non-adjacent normal attack and at least one skull is rolled, Luke Cage may defend against that attack.

COMMANDING PRESENCE
You may add 1 to the move of any friendly figure that begins their turn within 2 clear sight spaces of Luke Cage.

SUPERSTRENGTH
Regarding Jewel. I agree to keep her as Jewel and not Power Woman. I don't see the need to reduce her move to 4 as Cops, Thugs etc. (normal humans) have a move of 5. And I know she can fly and that makes a move of 5 more than that of a walker like Cops or Thugs, but if she walks, she should be able to move as fast as those guys. IMO.

Maybe instead of reducing the normal move to 4, instead, leave off the move bonus on Power Fluctuation and just boost her attack by 1. You can reduce her normal attack to 4 and then the boost to 5 wouldn't be too crazy overpowered for her character. I mean she's strong, but probably not the best trained fighter, so her attacks would be more from her punching strength than a combination of fighting skill and super strength.

I'm sorry not to be as active lately. I've had a lot less computer access at work and have other stuff going on after work. So I can try getting on later (after 9pm) or before leaving for work, but it's been hard to keep up with all the threads while trying to update BVS and Wasp and keeping up with any voting. I've been going to bed earlier lately as I have been having some health problems that make me kind of tired and I'm not sure what's going on and will have to have it checked out soon.

Anyway, I'll try to keep up with what I can.
 
Re: The Book of Jewel - ERB Phase

Hmm, well with him looking like 220 points, I'd love to keep her cost around 160 points.
I'm good with losing the move bonus and reducing her normal attack to 4, but if so I think adding in some sort of synergy with Luke Cage, or Proud Fighters or Mutate Fighters or just Mutates would be good ... anyone have any good ideas on that?
 
Re: The Book of Jewel - ERB Phase

Thanks as always for the feedback! :)

1Mmirg said:
I expect to have less to say on Jewel, but I'll offer something. I know about, well, nothing on Jewel, except what a quick visit to several sites has taught me.

Thoughts:

IAmBatman said:
Thanks in advance for all your help with this!

NAME = JEWEL
SECRET IDENTITY = JESSICA JONES

SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = SLEUTH (the phrases Private Investigator, Detective, & Journalist came up on some sites, fwiw. Sleuth feels pretty "old school"--kind of 1950s Nancy Drew--but maybe that is accurate enough)
PERSONALITY = INTUITIVE
SIZE/HEIGHT = MEDIUM 5

LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 6
POINTS = 160 (?)

POWER FLUCTUATIONS
Before taking a turn with Jewel, roll the 20-sided die. If you roll

* 1-5, Jewel may not use any special powers on this Army Card for the remainder of this turn,
* 6-15, nothing happens,
* 16 or higher, add one to Jewel's Move and Attack numbers for the remainder of this turn.

Fun idea. I can see this kind of thing having a nice use for some supers. I didn't see a lot about power flux in what I saw, but I believe you.


PSYCHIC VULNERABILITY
When Jewel rolls defense against a normal or special attack from a Telepath, she rolls one fewer defense die.

FLYING
SUPER STRENGTH

Design notes:

Yeah, she's a bit more of an obscure character, and for those DC fans she's kind of the Marvel equivalent of Donna Troy - she's been called lots of things, had lots of variations powerwise and identity wise, and been a bit "lost" at times. I tried to represent her inconsistent power levels with her "power fluctuations" power. I could see a future unit like Power Girl getting something like that as well.
Other than that, she's more or less a beatstick who's vulnerable to psychic attack. I made her an intuitive sleuth because she was a long time private eye as well (also a SHIELD Agent at one point, but not really in her Jewel identity).

Nice work. Definitely educated me today. Thanks! Best, V
 
Re: The Book of Jewel - ERB Phase

hi1hi1hi1hi1 said:
Hey I was just thinking about Jewel again, what if you extended the weakness to Manipulative personalities as well? That way you could give Purple Man a Manipulative personality (which fits much better than Telepath IMHO) and also allows figures like Puppet Master (maybe a future Mastermind? Controller? etc.) to get a bonus against her. Which all makes sense thematically.

Anyway just my

I think that's workable ... and it'd give Count Vertigo more play, possibly - nothing wrong with that. :)
 
Re: The Book of Jewel - ERB Phase

OK, Jewel's first post is updated based on suggestions from the ERB and comments here.
I propose we move Jewel to playtesting.
 
Re: The Book of Jewel - VOTE for Playtesting

Yea
 
Re: The Book of Jewel - VOTE for Playtesting

Down to Whitey and Hahma or time. :)
 
Re: The Book of Jewel - Playtesting Phase

I honestly don't remember if I had a specific precedent for that one right now or not ... Sorry to not be more on the ball. The whole Hahma and Whitey leaving thing kept me up pretty late last night and I'm burning it on both ends right now.
Thanks for the wording suggestions - I'll post them so we can have a look at them once we get to final editing. :)

Cheers,
Bats

Matt Helm said:
Any specific reason for the words "remainder of this turn" rather than "this turn"? You probably have a good one so I'm hoping you can teach me.

And although there is nothing wrong with the way you wrote it, I was just thinking about wording options for your reveiw:

[FONT=&quot]PSYCHIC VULNERABILITY[/FONT]
[FONT=&quot]When rolling defense against a normal or special attack from a Telepath, subtract 1 from Jewel's defense dice.

[/FONT][FONT=&quot]PSYCHIC VULNERABILITY[/FONT]
J[FONT=&quot]ewel rolls one fewer defense die when defending against a Telepath's normal or special attack.
[/FONT]
IAmBatman said:
Thanks in advance for all your help with this! :smile:

[FONT=&quot]NAME = JEWEL[/FONT]
[FONT=&quot]SECRET IDENTITY = JESSICA JONES [/FONT]

[FONT=&quot]SPECIES = MUTATE[/FONT]
[FONT=&quot]UNIQUENESS = UNIQUE HERO[/FONT]
[FONT=&quot]CLASS = SLEUTH [/FONT]
[FONT=&quot]PERSONALITY = INTUITIVE[/FONT]
[FONT=&quot]SIZE/HEIGHT = MEDIUM 5[/FONT]

[FONT=&quot]LIFE = 5[/FONT]
[FONT=&quot]MOVE = 5[/FONT]
[FONT=&quot]RANGE = 1[/FONT]
[FONT=&quot]ATTACK = 5[/FONT]
[FONT=&quot]DEFENSE = 6[/FONT]
[FONT=&quot]POINTS = 160 (?)[/FONT]

[FONT=&quot]POWER FLUCTUATIONS[/FONT]
[FONT=&quot]Before taking a turn with Jewel, roll the 20-sided die. If you roll
[/FONT]
  • [FONT=&quot]1-5, Jewel may not use any special powers on this Army Card for the remainder of this turn,[/FONT]
  • [FONT=&quot]6-15, nothing happens,
    [/FONT]
  • [FONT=&quot]16 or higher, add one to Jewel's Move and Attack numbers for the remainder of this turn.[/FONT]
[FONT=&quot]PSYCHIC VULNERABILITY[/FONT]
[FONT=&quot]When Jewel rolls defense against a normal or special attack from a Telepath, she rolls one fewer defense die.[/FONT]

[FONT=&quot]FLYING[/FONT]
[FONT=&quot]SUPER STRENGTH

[/FONT]
Design notes:

Yeah, she's a bit more of an obscure character, and for those DC fans she's kind of the Marvel equivalent of Donna Troy - she's been called lots of things, had lots of variations powerwise and identity wise, and been a bit "lost" at times. I tried to represent her inconsistent power levels with her "power fluctuations" power. I could see a future unit like Power Girl getting something like that as well.
Other than that, she's more or less a beatstick who's vulnerable to psychic attack. I made her an intuitive sleuth because she was a long time private eye as well (also a SHIELD Agent at one point, but not really in her Jewel identity).
 
Re: The Book of Jewel - Playtesting Phase

Thanks for the quick turnaround!

johnny139 said:
C3G INITIAL PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT JEWEL

- 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 (I think that "Fight for Family" is a pretty silly power name, but the flavor behind it is pretty good... assuming she'll be released alongside Luke Cage and he's also a Fighter. In addition, Psychic Vulnerability doesn't make much sense against figures like Count Vetigo. Maybe "Mental Vulnerability" or "Psychological Vulnerability" or something?)

- 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 to 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 (She's not too flashy, but a nice solid attacker that can take a hit, and that's something I like to see.)

- 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

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS

- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. PASS ~ She was able to kill the Joker and do some damage to Harley, so she earned back her points and then some. The match felt pretty even across the board, and her defense was strong enough to keep the relatively weak (physically speaking) Insane faction from doing too much damage. Even though Wolverine went down before Fight for Family could be of any use.
Map: Hot Heights
Units: Jewel, Wolverine, Flash (690 Points) vs. Joker, Green Goblin, Harley Quinn, Catwoman (695 Points)
Spoiler Alert!

_____________________________________________________________​


- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. NOT SURE ~ Uhh... well, she got one wound on Spider-Girl, but otherwise, didn't do anything this round. It was a fun match though. I feel it would be prudent to do another match and see how that one goes.
Map: Hot Heights
Units: Jewel, Wolverine, Deadpool, Colossus, Bob, Agent of HYDRA (1010 Points) vs. Professor X, Jean Grey, Spider-Girl, Angel, Toad, Pyro, Count Vertigo (1005 Points)
Spoiler Alert!


- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. PASS ~ She almost killed Jean, and that's with half of her turns being eaten up by Psionic Grip. I'm fairly comfortable with her at 160 - particularly when she was up against a team of Telepaths and a Manipulative Hero.
Map: Hot Heights
Units: Jewel, Wolverine, Batman: Bruce Wayne (640 Points) vs. Martian Manhunter, Jean Grey, Count Vertigo (640 Points)
Spoiler Alert!


FINAL THOUGHTS: It was a pretty poor map choice to go up against Jean Grey on, and I apologize for that, but I feel like - even after her partner being thrown into lava all the time and her spending most of the game stuck to the floor - she did a pretty good job. The first match felt even, and if I had better Order Marker placement on the second I feel Jewel could have done a lot more to even the odds (even though Deadpool somehow won in the end anyways...). And in the last one, she held her own even with the odds HEAVILY against her. She feels a bit weak, but I'm assuming Luke Cage will make a better partner than Wolverine, so with that in mind, 160 seems like a good place.
 
Re: The Book of Jewel - Playtesting Phase

Based on Johnny's comments, I changed Psychic Vulnerability to Psychological Vulnerability.
I'm not crazy about the Fight For Family special power name, so I'm open to suggestions for new titles for that power ...
 
Re: The Book of Jewel - Playtesting Phase

She's looking good at 160 so far.
 
Re: The Book of Jewel - Playtesting Phase

OK, I changed Fight for Family to Fighter Loyalty. :-D I think that's muuuch better.
 
Re: The Book of Jewel - Playtesting Phase

Thanks for the feedback! :)

elitebeatk said:
IAmBatman said:
Can you offer any more details on what happened in the tests? At the very least it'd be good to know if Jewel felt like her points and how many figures were left in each of the winning armies.

elitebeatk said:
IAmBatman said:
elitebeatk said:
I would like to request to playtest for Jewel.

Cool. :smile: I'll sign you up for the remaining slot.
Here ya go:

[FONT=&quot]NAME = JEWEL[/FONT]
[FONT=&quot]SECRET IDENTITY = JESSICA JONES [/FONT]

[FONT=&quot]SPECIES = MUTATE[/FONT]
[FONT=&quot]UNIQUENESS = UNIQUE HERO[/FONT]
[FONT=&quot]CLASS = SLEUTH [/FONT]
[FONT=&quot]PERSONALITY = INTUITIVE[/FONT]
[FONT=&quot]SIZE/HEIGHT = MEDIUM 5[/FONT]

[FONT=&quot]LIFE = 5[/FONT]
[FONT=&quot]MOVE = 5[/FONT]
[FONT=&quot]RANGE = 1[/FONT]
[FONT=&quot]ATTACK = 4[/FONT]
[FONT=&quot]DEFENSE = 6[/FONT]
[FONT=&quot]POINTS = 160 (?)[/FONT]

[FONT=&quot]POWER FLUCTUATIONS[/FONT]

[FONT=&quot]Before taking a turn with Jewel, roll the 20-sided die. If you roll [/FONT]
  • [FONT=&quot]1-5, Jewel may not use any special powers on this Army Card for the remainder of this turn,[/FONT]
  • [FONT=&quot]6-15, nothing happens,[/FONT]
  • [FONT=&quot]16 or higher, add one to Jewel's Attack number for the remainder of this turn.[/FONT]
[FONT=&quot]PSYCHIC VULNERABILITY[/FONT]
[FONT=&quot]When Jewel rolls defense against a normal or special attack from a Telepath or a figure with the Manipulative personality, she rolls one fewer defense die.[/FONT]

FIGHT FOR FAMILY
If Jewel is adjacent to a Unique Hero Fighter you control, add one to her attack and defense.

[FONT=&quot]FLYING[/FONT]
[FONT=&quot]SUPER STRENGTH[/FONT]
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT JEWEL

- 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.
Don't know too much about her, but seems to be a 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 to 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

- 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

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PASS

_____________________________________________________________​



- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. PASS
Map: Playtest Alley
Units:Jewel, Wolverine, Anhilus

VS.
Joker, Riddler, Sentinel x2, Isamu, Nightcrawler
Spoiler Alert!
Jewel's team wins on round 6 turn 1




_____________________________________________________________​
Paytest Alley is a hexagon with 5-hex long sides. In the middle of the map is a 7-hex level 2 hill. On each side, there is a 24-hexer startzone.
- Army Test/ Does it pass, Yes or No? What should be the unit's point value? Give a brief summary. PASS
Map: Playtest Alley
Units: She-Hulk, Puppet Master, Doomsday, Jewel

VS.
Thugs x5, Riddler, Hawkgirl, Echo, Twoface
Spoiler Alert!
Thugs win on round 7 turn 2 due to frequent initiative wins.


__________________
Anything wrong here?
She felt like she could be worth her points. Riddler was constantly taking away her OM's and my D20 rolling wasn't so hot for power fluctuatuions, but she did good when paired with Wolverine. I might prefer 150, but when Luke Cage comes out, he might change my opinion.
 
Re: The Book of Jewel - Playtesting Phase

Not the best playtest ever, and I don't think it's on a test we allow, but it continues a trend of suggesting she's probably not worth the 160 she was in her initial playtest. She's feeling like 150 so far.
What do you think, Tickle, and when do I get that last playtest? You don't even need to do a third army test, since as a Hero now you can playtest on any map you like. :-D
 
Re: The Book of Jewel - Playtesting Phase

Write up is almost done. I'll post it here tonight. :D
 
Re: The Book of Jewel - Playtesting Phase

Sweet. Thanks. :) I could actually see her dipping as low as 140, thinking about how she compares to Venom.
 
Re: The Book of Jewel - Playtesting Phase

C3G PLAY TEST FEEDBACK FORM

NAME OF THE TEST UNIT Jewel

- THEME TEST/
PASS

- MIRROR TEST/
PASS

- BONDING TEST/
PASS

- SYNERGIES TEST/
PASS

- POWER CHECK/
PASS

- FUN TEST/
PASS, when I first saw her write up I was underwhelmed, but I could see her being a lot of fun with some DOs to toss around.

- FUN COMPETITIVE TEST/
PASS

- DRAFTING TEST/
PASS

- USAGE TEST/
PASS, I drafted a total counter army to here and she was decent. Her Family Fighter power only came into play once or twice. It's hard for Wolvie to keep up and the OM juggling is a challenge.

- STRATEGY TEST/
PASS


- Army Test/ Does it pass? Pass, obviously I designed this army to slaughter her, but she did her share of damage. I think she could go as low as 140.
Map: Grundy's Grave
Units: Jewel (160), Wolverine, Sabretooth, Colossus, Pyro (1120 points) VS Martian Manhunter, Gorilla Grodd, Professor X, Cyclops, Jean Grey (1115 points)
Spoiler Alert!

_____________________________________________________________

- Army Test/ Does it pass? Pass, she didn't do much here, so I think she could go down in cost and still feel fine.
Map: Grundy's Grave
Units: Fantastic 4 (1000) VS Jewel (160), Wolverine, Mister Mxyzptlk, Quicksilver and Creeper (1020)
Spoiler Alert!



Mister Mxy there was hot on the D20 in the last battle there and put a hurting on the Fan4. I agree with what Bats said about a lower price, anywhere from 140-150 would feel good based on her performance alone.
 
Re: The Book of Jewel - Playtesting Phase

Given that her army still won both tests, I'm leaning towards 150. I don't think she's going to be better than Green Arrow or Venom at that cost, but I'm OK with that.
What do people think? 150 sound good or do we want to lower her to 140?
 
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