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The Book of Mister Sinister

IAmBatman

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The Book of Mister Sinister

C3G MARVEL WAVE 23
AROUND THE WORLD

C3G_MrSinister_comic.png

Comic PDF

C3G_MrSinister_mini.png

Mini PDF

The figure used for this unit is a Heroclix figure from the Ultimates set.
Its model number and name are #090/Mr. Sinister.



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Character Bio - "Mister Sinister is a genetically altered human with superhuman physical and mental abilities. [He] is telepathic, able to manipulate the minds of others in various ways, and is capable energy projection through telekinesis. Using genetic material from the mutant Courier, Mister Sinister gained complete control of his body at the cellular level, allowing him to shape-shift, regenerate, and be virtually immune to injuries [....] Mister Sinister is also a scientific genius, with expertise in the fields of biology, genetics, cloning, physics, and engineering. [He] is a master manipulator and planner, with decades of genetic research at his command. He goes to great lengths to preserve his powers and personality through elaborate technological means such as conditioning certain children to be his 'hosts' in the event of his future death." (Wikipedia, 2014).
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-Rulings and Clarifications-
  • N/A
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-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • Mister Sinister adds 4 to his 20-sided die roll when he chooses a Mutant Unique Hero for his Genetic Manipulation 14 special power. Current Mutant Unique Heroes.
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-Strategy, Tactics and Tips-
-Heroscapers Community Contributions-
Card Updates:
7 March 2021 - Class changed to Genius
 
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Re: The Book of Mister Sinister - Design Phase

NAME = MISTER SINISTER
SECRET IDENTITY = NATHANIEL ESSEX

SPECIES = MUTATE
UNIQUENESS = UNIQUE HERO
CLASS = GENIUS
PERSONALITY = MANIPULATIVE

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

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

POINTS = 340


GENETIC MANIPULATION 14
Start the game with 6 numbered black DNA Markers on this card. After moving, instead of attacking, you may choose one Unique Hero adjacent to Mister Sinister that is not an Android, Construct, or Undead, and choose either the unaltered Move, Range, Attack, or Defense number on the chosen Hero's Army Card. Roll the 20-sided die, adding 4 to the roll if the chosen Hero is a Mutant. If you roll 14 or higher, place the numerically lowest available DNA Marker from this card on the chosen Hero's card, replacing the chosen number on that card with the number on that DNA Marker for the entire game. After you have placed four of your DNA Markers on the same Hero's card, if that card is controlled by another player, remove any Order Markers on that Hero's card and take permanent control of that Hero and that Hero’s Army Card.

HEALING FACTOR
After taking a turn with Mister Sinister, remove 1 Wound Marker from this Army Card.

SUPER STRENGTH
 
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Re: The Book of Mister Sinister - Design Phase

The markers would be numbered 1, 2, 3, 4, 5, 6, 7, 8.

Edit: I think I want to reduce them to six markers after the breathing period so you can't absolutely cripple a heavy hitter on one 16+ roll.
 
Re: The Book of Mister Sinister - Design Phase

Not sure I like the list of people for Genetic Weakness but it does fit.
 
Re: The Book of Mister Sinister - Design Phase

Not sure I like the list of people for Genetic Weakness but it does fit.

Yeah, I'm not huge on it, and if it's not popular I don't have any qualms about dropping it. That was a Spidey suggestion that I was happy to take on because it was short in text. :-D
 
Re: The Book of Mister Sinister - Design Phase

Could it be simplified by referencing Secret Identities, The species Mutant, and the surname Summers?
 
Re: The Book of Mister Sinister - Design Phase

It's pretty simple now at two lines only. I can't see simplifying it without losing clarity. But I'm open to attempts. :)
 
Re: The Book of Mister Sinister - Design Phase

Heh. And here I was thinking it was the first power that would draw the attention, but I think most of you guys have seen this before.
 
Re: The Book of Mister Sinister - Design Phase

GENETIC WEAKNESS
When Mister Sinister is attacked by a Mutant with the last name Summers, Mister Sinister rolls three fewer defense dice.
 
Re: The Book of Mister Sinister - Design Phase

I'll comment more tomorrow when I have my head wrapped around Genetic Manipulation :)p), but I have to say that I don't really care for Genetic Weakness. It feels clunky to me. I'd rather see him as a two power design.
 
Re: The Book of Mister Sinister - Design Phase

I haven't seen the 1st power before and it is super scary if he lasts long enough. (Test him with Jocasta & Bizarro.)
 
Re: The Book of Mister Sinister - Design Phase

Well we'd be introducing "last name" as an official term. I guess that's pretty universally understood, though ....
 
Re: The Book of Mister Sinister - Design Phase

I haven't seen the 1st power before and it is super scary if he lasts long enough. (Test him with Jocasta & Bizarro.)

Yeah, he's built to last too. The intent is to be a bit super scary, though. :-D It's why it requires so much to make it happen (fairly high D20 rolls and lots of placement - and placing smaller numbers first!).

If it ends up being too rough, we can always bump the markers down to like 6 (1-6) instead.
 
Re: The Book of Mister Sinister - Design Phase

He's interesting, that's for sure. Definitely treading new ground - not any more than some marker designs we've done, though. And the language is so well done that it just FEELS official.

Could go either way on the second power.
 
Re: The Book of Mister Sinister - Design Phase

Choose wisely. You could use the first four markers to take over a figure and get it with Range 1, Move 4, Attack 3, and Defense 2, or play the odds that Mister Sinister (and the affected figure) will survive long enough to take over that figure with Move 6, Range 5, Attack 8, and Defense 7, but understand that the figure gets to use those modified numbers until it is taken over.

And you have to sacrifice your attack to even attempt it.
14+ for a mutant (35%^4=1.5% chance you get the four numbers replaced on the first attempt for each)
16+ for a non-mutant (25%^4 < 0.4% chance you get the four numbers replaced on the first attempt for each)

Lots of ways to counter it (move away, throw, destroy your figure before the 4th marker placed, etc.)

Or you could boost your own figures' numbers.....
 
Re: The Book of Mister Sinister - Design Phase

Yeah, he definitely brings about a lot of interesting strategies! I think the best way to use him as currently constructed might be to use the 1 and 2 to nerf enemy cards, then use the rest to build yourself a monster (either on your own side or an enemy you'll take over).

That said, I think being able to so easily put Superman's attack or defense down to 1 is probably too powerful. So I think I want to limit this to six markers from the get-go and go with 3, 4, 5, 6, 7, 8. I'm less worried about building the mega-powerful unit, because it takes too long. It's the one roll stat nerf for a heavy hitter that will break this guy.

I also need to get some language in the power (I realized last night) to stop you from stacking markers on markers. I think it works better if you're forced to alter a stat that hasn't been altered before (as this should keep any mega-powerful units somewhat in check, since one or two of their stats won't be all that).

For the mini, are you thinking Ultimates 090 or Chaos War 047 (minus the DNA tank)?

Definitely Ultimates 090, since I have that one and can take a picture when I'm back in NY. :) Thanks for the reminder. Hadn't gotten to that part yet!
 
Re: The Book of Mister Sinister - Design Phase

If you don't want to nerf Superman and other non-Mutants, you could up the roll needed and increase the bonus for Mutants.
 
Re: The Book of Mister Sinister - Design Phase

If you don't want to nerf Superman and other non-Mutants, you could up the roll needed and increase the bonus for Mutants.

Yeah, I think I might do that as well (18 and +4?). I don't want him to be toooo niche, though (but I suppose he can bring his own Mutant army to avoid this).

That said, I think going to 6 markers is a good idea regardless. Giving someone a 1 or 2 for their move number is just too cruel. :p
 
Re: The Book of Mister Sinister - Design Phase

If you don't want to nerf Superman and other non-Mutants, you could up the roll needed and increase the bonus for Mutants.

Yeah, I think I might do that as well (18 and +4?). I don't want him to be toooo niche, though (but I suppose he can bring his own Mutant army to avoid this).

That said, I think going to 6 markers is a good idea regardless. Giving someone a 1 or 2 for their move number is just too cruel. :p
Yeah, I seem to remember you wouldn't even consider it for Professor X. ;)
 
Re: The Book of Mister Sinister - Design Phase

If you don't want to nerf Superman and other non-Mutants, you could up the roll needed and increase the bonus for Mutants.

Yeah, I think I might do that as well (18 and +4?). I don't want him to be toooo niche, though (but I suppose he can bring his own Mutant army to avoid this).

That said, I think going to 6 markers is a good idea regardless. Giving someone a 1 or 2 for their move number is just too cruel. :p
Yeah, I seem to remember you wouldn't even consider it for Professor X. ;)

As his starting move? No. Too difficult to use him.

That said, not like I ever play him without Angel anyway. :p
 
Re: The Book of Mister Sinister - Design Phase

Dropping the 1 and 2 definitely make it harder for him to nerf units, which was going to be one of my biggest worries. There will be units he can boost right at the start now (Merlyn and Zsasz would love him, off the top of my head), but it shouldn't be too strong. Should he be able to affect Range? I wonder if there aren't any potential mechanical issues from that, but I'm too tired right now to think of any.
 
Re: The Book of Mister Sinister - Design Phase

Back when I was considering 0 for one of the markers, that would have been a problem from Range. But I can't think of any now.
 
Re: The Book of Mister Sinister - Design Phase

OK, for Genetic Manipulation, I made the following changes:

1. Lowered the markers to 6.
2. Upped the roll to 18+
3. Upped the Mutant bonus to the roll to +4

I still need to:

1. Figure out language for preventing you from placing a marker over a marker. Any tips? I'm really stumped on this one.

Also, I'm starting a poll:

Do you want to

A) Keep Genetic Weakness as is

B) Keep Genetic Weakness, but with different language

C) Scrap Genetic Weakness.


I think I'm at C right now myself, but I can be convinced otherwise. :)

Once we get a couple of these things figured out, I'll send this to the ERB.
 
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