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The Book of Klarion

Re: The Book of Klarion and Teekl (Vote for Initial Playtest

The lack of a range restriction on Chaotic Antics feels a little worrisome to me, as it lets you dictate terms of engagement to a nasty degree, but I guess there's really only one roll that really does anything as an opening move so it should probably be fine. Invisible/Intangible figures shut him down hard, especially since Teekl doesn't help against it at all, so he's got a sort of built in counterdraft 'safety valve' there too.

Can Brainiac's 12th Level Intellect alter the Chaotic Antics roll? I've never entirely understoood what the scope of 12thLI is supposed to be.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

I would say it wouldn't work since it calls out "attack and defense dice" whereas this power rolls "combat dice". Seems silly, but I'm guessing that's intentional.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

That's how I'm reading it too, but I've been burned too many times assuming old C3G cards are supposed to work in a way that has any correlation to how they're worded. :lol:

Kind of a shame, as it would have been a hilarious combo.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Chaotic Antics is obviously pretty unreliable, but it still scares me a lot. A big part of that is that the most common effect (skull+shield; 1/3 of results) is one of the most powerful. I guess Mad Thinker does similar stuff but he can't bond.

The two shield effect is much more rare (1/9 of the results) but is crazy devastating if you switch a throwaway figure for your opponent's OM sink and get to pigpile on that figure while the rest of the army is across the map.

I'd suggest:

  • Capping the range on these effects. It can be a big number like 10, but unlimited scares me a bit.
  • Switching around the effects a bit so that the most common result is not one of the two or three most dangerous effects.

As far as Teekl goes, the powers are fine as long as you're OK with the price going up by a factor of 2 or 3. 9 life/2 defense is a lot, and the built-in healing and bonding (bonding that's not restricted like other bonding?) makes the kitty more useful than Catwoman for sure.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Just for the record:

skull+shield 1/3
skull+skull 1/4
skull+blank 1/6
shield+shield 1/9
shield+blank 1/9
blank+blank 1/36

Might want to limit it to unique or common figures. Removes the question about destructible objects, and gets rid of weird interactions with event heroes (notably Mr. Mxy).
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Can someone run the odds for me? I tried organizing it based on greater odds being the lesser effects, but clearly I missed the mark. I figured skulls being the most likely would mean getting 2 skulls would be the most common. So I sort of used that logic to tier them out. 2 skulls being most likely, skull and shield being less likely, anything with a blank being unlikely, and 2 blanks being very unlikely etc.

As for a range limit, I suppose the idea is that you send Teekl out on the field to then allow Klarion to see what Teekl sees. That was the intent anyways. Though him needing to be adjacent to heal would make you have to choose how you want to play him. But Teekl being the scout to gain sight for Klarion, while Klarion hangs back and messes with things, was the idea. Open to suggestions on how that should work.

Edit: :ninja: Thanks on the odds listing. I'll restructure based on those. What do you suggest for Teekl and the range etc. then? Usually Familiars are used to scout and allow their master to see through their eyes to scry, so how would you work it all together?
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Yeah, the probabilities can be a touch counterintuitive. Basically it's the chance of each face multiplied by each other, but if it's two different faces then it's twice as likely because it can happen two different ways. The most intuitive way to understand it is probably to write it out as a tree diagram.

I'm fine with things within, say, 6 spaces of Teekl couning as within 6 spaces of Klarion. Or something like that. Gives the other team some time to react as Teekl moves forward. It's just the potential for the first turn super-switch from across the map that really bothers me. I personally think this seems more thematic (as you say, scouting ahead), too.

I should probably say that I'm not terribly concerned by this figure; the randomness of the power is going to keep it from being high-end competitive anyway. I don't think Klarion needs a big point bump or major redesign. I'm just trying to smooth out the most crazy stuff.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Yeah the odds don't work out how you might think because (IIRC) while getting a skull is more common than getting a shield, getting a skull or shield is more common than either individually so the skull + shield total result can trigger off of more results of the first die than the skull + skull total result can.

If the intent is to use Teekl as a scout, which I'd rarely ever do with the current write-up outside of pretty specific maps, I'd try adding some 'Chosen figures must be within 6 (or whatever) clear sight spaces of Klarion or a Familiar figure you control.' wording to the end of Chaotic Antics.

EDIT: Kinda ninja'd by dok.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Alright, changed things up based on discussion:
NAME = KLARION
SECRET IDENTITY = KLARION BLEAK

SPECIES = CROATOAN
UNIQUENESS = UNIQUE HERO
CLASS = WITCH
PERSONALITY = CHAOTIC

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

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

POINTS = ~235


CHAOTIC ANTICS
Instead of attacking, choose 2 figures within 6 clear sight spaces of Klarion or a Teekl figure you control, and roll 2 combat dice. If you roll:
• 2 skulls, place each chosen figure on any empty space within 4 spaces of its original placemen; or
• 2 shields, switch the chosen figures; or
• 2 blanks, each figure receives 3 wounds; or
• a shield and a blank, swap the wounds on the chosen figure's cards; or
• a skull and a blank, move up to one marker from each chosen figure's card to any other card in that figure's army that is in play if possible; or
• a skull and a shield, move one Wound Marker from one of the chosen figure's Army Card onto the other chosen figure's Army Card if possible.
Figures moved by Chaotic Antics never take any leaving engagement attacks.

MAGICAL DEFENSE
When Klarion is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Klarion can take for this attack is one.

As for Teekl, we can cut them both sharing clear sight since Klarion already tackles that with his power which was the only reason for that verbiage on Teekl. So Familiar Bond can absorb Teekl's clear sight ability. Then change Magical Cat to just Agile Climbing from Catwoman:
NAME = TEEKL

SPECIES = CAT
UNIQUENESS = UNIQUE HERO
CLASS = FAMILIAR
PERSONALITY = MYSTICAL

SIZE/HEIGHT = SMALL 2

LIFE = 9

MOVE = 6
RANGE = 1
ATTACK = 3
DEFENSE = 2

POINTS = ~65


FAMILIAR BOND
After revealing an Oder Marker on a Klarion Army Card you control, you may first take a turn with Teekl. Figures within 6 spaces of Teekl are always considered within clear sight of Teekl.

AGILE CLIMBING
Teekl can move through all figures and is never attacked when leaving an engagement. When moving normally up levels of height to move onto a space with Teekl, do not count a space for the first level. You may ignore Teekl's height of 2 when climbing. Teekl never takes falling damage or major falling damage.

MAGICAL HEALING
At the end of each round, you may remove one Wound Marker from this card and from the Army Card of an adjacent Klarion figure you control.
Would people prefer to ditch the gimmicky 9 lives and just go with a more accurate 3-4 life with a defense of 5 for evasiveness? Thoughts on the healing needing to be adjacent? Does that counteract the design too much by simply using Teekl as a healing battery instead of a potential scout?
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Thoughts on the healing needing to be adjacent? Does that counteract the design too much by simply using Teekl as a healing battery instead of a potential scout?
That was my concern. Healing on Klarion is really valuable.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

I would ditch the 9 lives gimmick here. I like the dual roles approach where I can sent him out as a scout early on in order to use my powers at a greater range, but then I can recall him once I start taking wounds to have him come and heal me.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

I would see how it goes and try dropping Defense to 1 if needed.

They will work with Cap+SL combo so a good chance for +2A/D.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

One interesting thing is by drafting Teekl it allows Klarion to be one of the chosen figures for Chaotic Antics.

I'd be open to suggestions on how to better implement the healing to not overshadow the scouting idea. If we want to nerf the healing to once per game, and not have the adjacency requirement, or whatever works best, I'm game. It's essential IMO to make them a drafting combo as much as possible as they essentially rely on each other for survival, so that's important to convey.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

I think doing a more normal stat line (like 4 life, 4 defense or some such) would probably balance the healer/scout options out a bit better. 9 life makes Teekl a little too much of a beefy wound sink, I think. The whole 'cat people get 9 lives' thing just causes a lot of weirdness in general really.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Since Klarion has 4 Life, maybe making the heal once per game but heal 3 wounds would work. It ensures a full heal, but if you are too late to the punch, you could lose Klarion first.

I would be comfortable with 1 defense or even 0 defense on the kitty in support of 9 lives. Sure, it's a bit of a gimmick at times, but it's a gimmick we're pretty committed to at this point, and this is a real cat, not even a cat-related character.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Meh, kill your darlings.

It's not even a consistent gimmick, only like 2 of 9sh Cat people even do the nine lives thing.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Yes: Catman, Catwoman (I), Wildcat (in development), Teekl

No; Catgirl, Hellcat, Black Cat, Catowman (II) (And both Shadowcats, Black Panther, White Tiger, etc)
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Also, Zabu doesn’t have 9 lives and he’s an actual cat too (well tiger in C3G, but that’s just a case of having a pointlessly narrow species).
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

I'd be in favour of 9 Life + basically no defence here, not because he's a cat, but because he's a magical cat. Just being a cat or cat-themed shouldn't give you nine-lives, IMO (so all the ones in @dok's No list I agree with and original Catwoman probably shouldn't have had it in retrospect), but making mystical cat powers = 9 Life (as we did on Catman and seem to be doing with Wildcat) seems like a nicely thematic and fun aesthetic.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Doesn't really matter to me either way. I just want the designs to function well with one another without coming off as broken in a good or bad way. Klarion will already be super swingy and unreliable, so him being fun with Teekl as a pair needs to happen otherwise nobody will draft them.
 
Re: The Book of Klarion and Teekl (Vote for Initial Playtest

Yes: Catman, Catwoman (I), Wildcat (in development), Teekl

No; Catgirl, Hellcat, Black Cat, Catowman (II) (And both Shadowcats, Black Panther, White Tiger, etc)
Thanks for the list dok! I didn't realize in the moment how many cat characters we actually had. That's fair enough. Catman and Wildcat have thematic reasons for having 9 lives. I can't speak for the old Catwoman design, but if Teekl does have mystical survivability, 9 lives is a good representation of that. If there is no such power for Teekl, then so be it.
 
Re: The Book of Klarion and Teekl (Initial Playtesting

The original Catwoman is kind of an anomaly. Catman's outfit is made of a magical cloth that gives him nine lives and Wildcat specifically has the power to come back from the dead nine times, which we represented in both cases as unnaturally high Life numbers. I also like Teekl at 9 Life, because Teekl is a "generically magical black cat" type of being, and having nine lives is really appropriate for a character that leans so strongly into its trope.
 
Re: The Book of Klarion and Teekl (Initial Playtesting

C3G INITIAL PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT Klarion & Teekl

___________________________________________________________​

Army Test 1
Map: Custom
Units:
Klarion(235), Teekl(75), Captain America(240), Star-Lord(250), Cosmo(160) (960)
vs.
Luke Cage(190), Iron Fist(260),Wolverine(280), Shang-Chi(230) (960)
Spoiler Alert!


___________________________________________________________​

Teekl's attack lowered to 2, and defense lowered to 1.
___________________________________________________________​

Army Test 2
Map: Custom
Units:
Klarion(235), Teekl(75), Captain America(240), Star-Lord(250), Cosmo(160) (960)
vs.
Luke Cage(190), Iron Fist(260),Wolverine(280), Shang-Chi(230) (960)
Spoiler Alert!


___________________________________________________________​

Army Test 3
Map: Custom
Units:
Klarion(235), Teekl(85), Captain America(240), Star-Lord(250), Bulldozer(190) (1000)
vs.
Fantastic Four (1000)
Spoiler Alert!


___________________________________________________________​

Army Test 4
Map: Custom
Units:
Klarion(235), Teekl(85), Captain America(240), Star-Lord(250), Bulldozer(190) (1000)
vs.
Professor X(220), Wolverine(280), Angel(90), Beast(170), Silver Samurai(240) (1000)
Spoiler Alert!


___________________________________________________________​

THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY:
After the 4 games I'm thinking the pair are ready to move into some Public Testing to see how others use them. They went 2-1 after the changes, and I like how they are feeling. Klarion's Chaotic Antics can really sway the momentum of the game, for better or worse. There were times he caused total wound swaps which resulted in an enemy Wolverine being destroyed as Teekl was completely healed, and other times where it worked in reverse and healed an enemy and killed an ally. The gamble of who you pick for the 2 figures, and all the potential results, always leaves an excitement and risk factor when rolling, as anything can happen. There are times you will want to choose 2 enemy figures, 1 figure of yours and 1 enemy, and even 2 of your own figures.

It's a crazy mechanic that lives up to the name and even though it's completely random, the pair is actually worth drafting as Teekl can still take a turn for a low attack, and Klarion's most likely result is a single wound transfer which can help the team. The pair feel like a natural link as it feels awesome using Teekl to extend Klarion's range, the healing factor, and even Teekl enabling Klarion to choose himself for Chaotic Antics due to being within clear sight. I feel the point values of each are very close to where they will end up, as each game felt close with Klarion at 235 and Teekl at 85.
 
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Re: The Book of Klarion and Teekl (Initial Playtesting

I want to pause after the first game just to say the duo are crazy fun, but some things will need to be tweaked before I run the next couple of games. Luckily, just minor tweaks to make sure they aren't too crazy to take out. I got pretty lucky on rolls being what I wanted when I initially would choose the 2 characters in most cases, so that led to their victory, but even still I think a couple things can be dialed down just to make them a little more fragile.

The first change I'd like to make is to drop Teekl's defense to 1 and attack to 2.

If that doesn't prove enough to keep them better in check, I think the next step is to change Teekl's healing to either himself or Klarion, not both.

I know I got lucky in the first game so I don't want to push for too many changes at once and then knee jerk them into undraftable overpriced territory based on that, because they are so random, so we'll see how a slightly less useful Teekl is in terms of attack and defense goes first.
 
Re: The Book of Klarion and Teekl (Initial Playtesting

Sound like good dials to turn.
 
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