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The Book of Mastermind

IAmBatman

Champ of C3G Con 2020, 2024, and mindless posting
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The Book of Mastermind

C3G MARVEL WAVE 16
XTINCTION AGENDA

C3G_Mastermind_comic.png

Comic PDF


The figure used for this unit is a Heroclix figure from the Mutations and Monsters set.
Its model number and name are #052 / Mastermind.

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Character Bio - “Nothing is known of Jason Wyngarde's life before joining the Brotherhood of Evil Mutants, except that he was a carnival mentalist. With Mastermind's help, the Brotherhood was able to take over a South American country, with an illusion of thousands of soldiers. However the X-Men were able to free the country, as Professor X quickly realized Mastermind's illusions, helping the X-Men when they believed they were trapped by a wall of flame. As a member of the original Brotherhood of Evil Mutants, he aided Magneto in repeated clashes with the X-Men [….]Mastermind's mutant powers are of illusion casting. He can psionically cause other people to see, hear, feel, smell, and/or taste things that do not actually exist. He can also cause people to sense things in ways that they would not naturally; for example, he can make himself look and sound like a different person, or look and feel like a wall, or even seem invisible” (Wikipedia.org 2012).
_________________________________________________________________

-Rulings and Clarifications-
  • N/A
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • Mutants may be activated after Mastermind via his Mutant Mastermind special power. Current Mutants.
_________________________________________________________________

-Immunities, Benefits, and Weaknesses-

ImmunitiesBenefitsWeaknesses_________________________________________________________________

-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-First Reevaluation Version Playtests:
 
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Re: The Book of Mastermind - Design

NAME = MASTERMIND
SECRET IDENTITY = JASON WYNGARDE

SPECIES = MUTANT
UNIQUENESS = UNIQUE HERO
CLASS = TELEPATH
PERSONALITY = MANIPULATIVE

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 3
ATTACK = 3
DEFENSE = 3

POINTS = 95


MUTANT MASTERMIND
After revealing an Order Marker on this card and taking a turn with Mastermind, you may take a turn with any Unique Mutant Hero you control within 8 spaces of Mastermind.

PSYCHIC CAMOUFLAGE
Mastermind cannot be targeted for an attack or chosen for a special power by an opponent's non-adjacent figure unless that figure is a Telepath.


 
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Re: The Book of Mastermind - Design

Looks good to me. I don't know the character so I can't comment on theme but the mechanics look good & useful.
 
Re: The Book of Mastermind - Design

Looks good Bats. I only have seen him when he tricked Jean Grey into becoming the Black Queen and made himself appear "dashing" and whatnot.

I like the Psychic Camouflage, that's cool and seems pretty thematic.

Mutant Mastermind might be kind of hard to pull off considering his movement, but if he can tag along with Wolvie, it can protect Wolvie from ranged attacks and if he can tag along with Cyclops he can control a ranged attacker. But still, it can be a pain to make use of the power too often in a game. I guess that would keep his cost down.
 
Re: The Book of Mastermind - Design

Simple and effective, I like it. :up: I don't remember too much of him from the Phoenix Saga, been a while since I read that. Might be cool if he had a chance to control opponents' mutants, too, but probably would be harder to balance and unnecessary. Mid hundreds for a point cost?
 
Re: The Book of Mastermind - Design

Simple and effective, I like it. :up: I don't remember too much of him from the Phoenix Saga, been a while since I read that. Might be cool if he had a chance to control opponents' mutants, too, but probably would be harder to balance and unnecessary. Mid hundreds for a point cost?

Yeah, I thought about mind control, but I didn't think it was a thematic necessity, and I really think we have so many mind controllers already that I don't want to muddy the waters. :)

I'm thinking low 100s. He's probably not too different than a Shadowcat in terms of value, and she's at 80. Depends on how easy the other Outcasts make it for him to pull off his bonding.

Mutant Mastermind might be kind of hard to pull off considering his movement, but if he can tag along with Wolvie, it can protect Wolvie from ranged attacks and if he can tag along with Cyclops he can control a ranged attacker. But still, it can be a pain to make use of the power too often in a game. I guess that would keep his cost down.

Well the plus side is that he's going to want to be around his allies anyway to pull off the Cammo, and I'm hoping Outcast synergies like with Avalanche's special attack and Magneto's throws will help him stay near his allies and provide them some degree of Order Marker flexibility. If it proves too tough in playtesting, I might lighten the restrictions some.
 
Re: The Book of Mastermind - Design

SP updated with a projected cost. Sending out to ERB. :)
 
Re: The Book of Mastermind - Design

Thank you, sir! :) Comma dropping!

Cheers,
Bats

davidlhsl said:
Mastermind

Another Outcast! Let's check him out...

Mutant Mastermind
I think you could drop the comma after "Mastermind's card."

Question: If you were to design customs for Ian Fleming's figures, would 007 have bonding? James Bonding? :p

Psychic Camouflage

Nice defense. Jean Grey could still strike, but that's because she's awesome. 8)

Final Thoughts

Mastermind is sort of an Outcast version of Professor X in a way, which is really nice. No issues, and fun addition to the Outcasts.
 
Re: The Book of Mastermind - Design

Porkins said:
IAmBatman said:
First of two coming your way! :) This guy is one of the founding members of the Brotherhood of Mutants and a Telepathic former member of the Hellfire Club partially responsible for manipulating Dark Phoenix when she was in Jean Grey form.

As always, your thoughts and comments are much appreciated!

Cheers,
Bats

NAME = MASTERMIND
SECRET IDENTITY = JASON WYNGARDE

SPECIES = MUTANT
UNIQUENESS = UNIQUE HERO
CLASS = OUTCAST
PERSONALITY = MANIPULATIVE
SIZE/HEIGHT = MEDIUM 5

LIFE = 4
MOVE = 5
RANGE = 3
ATTACK = 2
DEFENSE = 3
POINTS = 120?

MUTANT MASTERMIND
Mastermind is also considered to have the class of Telepath. After revealing an Order Marker on Mastermind's card, and taking a turn with Mastermind, you may take a turn with any Unique Mutant Hero you control adjacent to Mastermind.

PSYCHIC CAMOUFLAGE
Mastermind and any figures you control adjacent to Mastermind cannot be targeted for an attack from a non-adjacent figure unless the attacking figure is a Telepath.

Only comment I have on this one is: since he is a Telepathic Mastermind, why does he have to be adjacent to the Mutant he is taking a turn with after his turn? Better theme to allow some non-LOS distance between the two.

I like Psychic Camo very much.

Yeah, I was thinking about adding more tactical flexibility there, without letting him become too much like Prof X or Hush, so I think I'm going to open it up to 3 spaces. :) Thanks for the feedback!

Cheers,
Bats
 
Re: The Book of Mastermind - Design

Yeah, I was unsure about adding Telepath as a second class that way ... it's a tough one, though, because he's very much a Telepath and should have those synergies, but he also was a founding member of the Brotherhood of Mutants (Outcast)! I'll see what the guys think. :)

Thanks for the feedback!

Cheers,
Bats

P.S. No Prof X issues - we've done a good job of consistently tying the majority of bonding to Order Markers being on a specific card.

1Mmirg said:
Interesting unit. Another figure I don't know well, but I'll offer some thoughts, fwiw:

IAmBatman said:
First of two coming your way! :) This guy is one of the founding members of the Brotherhood of Mutants and a Telepathic former member of the Hellfire Club partially responsible for manipulating Dark Phoenix when she was in Jean Grey form.

As always, your thoughts and comments are much appreciated!

Cheers,
Bats

NAME = MASTERMIND
SECRET IDENTITY = JASON WYNGARDE

SPECIES = MUTANT
UNIQUENESS = UNIQUE HERO
CLASS = OUTCAST
PERSONALITY = MANIPULATIVE
SIZE/HEIGHT = MEDIUM 5

LIFE = 4
MOVE = 5
RANGE = 3
ATTACK = 2 [fairly weak--is really that weak--not even a decent psychic attack?]
DEFENSE = 3
POINTS = 120?

MUTANT MASTERMIND
Mastermind is also considered to have the class of Telepath.

[Hmm. I'll be honest, I don't like this kind of thing. Does he really need the "Outcast" label so bad that we need a power like this?

I just hate having basic stats getting "hidden" in power text.

If you do keep it, I suggest it say Telepath Mastermind or Mutant Telepath or something that uses the keyword Telepath in it's title. But, overall, and fwiw, I'm not a fan of this kind of power.]

After revealing an Order Marker on Mastermind's card, and taking a turn with Mastermind, you may take a turn with any Unique Mutant Hero you control adjacent to Mastermind.

[Now this I like. Very cool--and very powerful! Fortunately, he is fragile enough to not be able to abuse this too bad.

Will this make any chains that you don't like? Does Prof. X say "when revealing am OM" that kind of thing? I don't have all their wording down, but you have a few units that have bonding or other boosts amidst the Mutants. Anything problematic come to mind?

I know you play Mutants more than I do, so I trust you to know if this is too much.

I love the power!]

PSYCHIC CAMOUFLAGE
Mastermind and any figures you control adjacent to Mastermind cannot be targeted for an attack from a non-adjacent figure unless the attacking figure is a Telepath.

[Yeah. Another great power. Like it a lot.]

Thanks for sharing it. Very fun unit!
 
Re: The Book of Mastermind - Design

OK, any thoughts on whether this guy should be an Outcast, should be a Telepath, or if we should stick with him being both the way we have it?
 
Re: The Book of Mastermind - Design

I guess the only thing about having dual classes is that it seems like we're doing it more with newer designs when perhaps the same could have been done with some older designs as well to help them with expanded synergies. I guess I don't mind it so much in this case because of your reasons given above Bats, but I just don't think we should continue to make a habbit of it.
 
Re: The Book of Mastermind - Design

For sure. It's something I usually only throw out there when it feels really, really thematic (I have one more design in the bank I can think of where I want to use it). I can drop it here if needed - it's just a tough choice as to which one to go with. :)

Maybe I should stick with Outcast and give him Mental Shield to give him something there?
 
Re: The Book of Mastermind - Design

I've thought about this more, and I think we should just go Telepath here. Here's my logic:

He's always a Telepath, but only sometimes a member of the Brotherhood. And if someone really wants to play him as a member of the Brotherhood, they just need to play him with Magneto (II) and choose him.
 
Re: The Book of Mastermind - Design

I've thought about this more, and I think we should just go Telepath here. Here's my logic:

He's always a Telepath, but only sometimes a member of the Brotherhood. And if someone really wants to play him as a member of the Brotherhood, they just need to play him with Magneto (II) and choose him.

:up: sounds reasonable to me.
 
Re: The Book of Mastermind - Design

I've thought about this more, and I think we should just go Telepath here. Here's my logic:

He's always a Telepath, but only sometimes a member of the Brotherhood. And if someone really wants to play him as a member of the Brotherhood, they just need to play him with Magneto (II) and choose him.

:up: sounds reasonable to me.

:word:
 
Re: The Book of Mastermind - Design

I think that makes sense. Honestly I don't associate him with the Brotherhood very often - I tend to think of him as self-interested above all else.
 
Re: The Book of Mastermind - Design

Yeah, the "founding member" thing threw me, but I know he's also spent a lot of time with the Hellfire Club, and solo as well.
 
Re: The Book of Mastermind - Design

Got my other computer back up and running and I see that I'd made this update on my Mastermind write up, which I prefer:

PSYCHIC CAMOUFLAGE
Mastermind and any figures you control adjacent to Mastermind cannot be targeted for an attack or chosen for a special power by a non-adjacent figure unless that figure is a Telepath.

So I'm going to update the SP with that since it makes sense for him to be able to offer camouflage from special powers as well.
 
Re: The Book of Mastermind - Design

Actually, sorry, that was more of a change that I'd intended. I've updated my post to reflect the much smaller change I'm wanting to make. :)
 
Re: The Book of Mastermind - Design

That sounds pretty cool for sure. :up:

The new battery worked I take it. :D
 
Re: The Book of Mastermind - Design

That sounds pretty cool for sure. :up:

The new battery worked I take it. :D

It didn't do the trick - but the new power charger cord did. :p
 
Re: The Book of Mastermind - Design

Ah...the ol' bad power charger cord situation. Well glad it's fixed and you didn't need to buy a new computer.:D
 
Re: The Book of Mastermind - Design

:word: $23 isn't a bitter pill to swallow.
 
Re: The Book of Mastermind - Design

C3G INITIAL PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT (MASTERMIND)

- 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 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

Heavy Hitter or Mid-Level Hero Test
- Does it pass, Yes or No? Yes

- What should be the unit's point value? 90
- Give a brief overview. I don’t see Mastermind’s synergies pulling him up a full 30 points in Army Tests, so I’m going to try him at an even 100.
Spoiler Alert!

_____________________________________________________________


Squad Test
- Does it pass, Yes or No? Yes

- What should be the unit's point value? 80?
- Give a brief overview. Mastermind was definitely outclassed here, but with better dice luck he should’ve gotten off at least one kill. His immunity to range didn’t help much since his own range is so short.
Map: Custom
Units: Mastermind vs. SHIELD Agents x1 (110)
Spoiler Alert!

_____________________________________________________________


Squad Test
- Does it pass, Yes or No? Yes

- What should be the unit's point value? 80?
- Give a brief overview. Mastermind doesn’t have much to offer against squads.
Map: Custom
Units: Mastermind vs. Multiple Man x3 (90)
Spoiler Alert!

_____________________________________________________________


Army Test
- Does it pass, Yes or No? Not quite

- What should be the unit's point value? 70?
- Give a brief overview. The Professor X led X-Men dominated here, on the early power of Cyclops tearing through Mastermind and Cuckoos, backed by Jean Grey and Beast doubling turns with Prof X.
Map: Custom
Units: Mastermind (100), Emma Frost (170), Gambit (210), Stepford Cuckoo x5 (400), Pyro (120) (1,000) vs. Professor X, Jean Grey, Cyclops, Beast, Iceman, Angel (1,000)
Spoiler Alert!

_____________________________________________________________


Army Test
- Does it pass, Yes or No? Yes

- What should be the unit's point value? 90 works with the changes.
- Give a brief overview. I think 90’s really working for him with a better range for the Mutant Mastermind power. I’m happy with him here.
Map: Custom
Units: Mastermind (90), Magneto (375), Destiny (55), Avalance (145), Angel (90), Stepford Cuckoo (80), Blob (165) (1000) vs. War Machine (270), Captain America (240), Iron Man Mark IV (250), Dum Dum Dugan (90), Hawkeye (150) (1,000)
Spoiler Alert!
 
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