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The Book of Poison Ivy (I)

SirGalahad

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The Book of Poison Ivy (I)

C3G DC WAVE 2 EXCLUSIVE
TOXIC KISS


C3G_PoisonIvy_comic.png

Comic PDF

C3G_PoisonIvy_mini.png

Mini PDF

The figure used for this unit is a Heroclix figure from the Cosmic Justice set.
Its model number and name are #031-033 / Poison Ivy.
Its model number and name are #211 / Pamela Isley.


The figure used for this unit is a Heroclix figure from the Batman: Alpha set.
Its model number and name are #008 / Poison Ivy.
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Character Bio - Dr. Pamela Isley, a shy but promising botanical biochemistry student, is injected with deadly poisons by her professor as part of one of his experiments. She nearly dies but instead develops immunity to all types of bacteria, viruses, and toxins as well as the ability to secrete some of her own that can intoxicate, injure, and even kill. She also develops an uncanny ability to control all plant life through a force called the Green. As Poison Ivy, many of her criminal activities revolve around ecological causes.
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-Rulings and Clarifications-
  • N/A
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-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • N/A
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-Immunities, Benefits, and Weaknesses-

ImmunitiesBenefitsWeaknesses_________________________________________________________________

-Strategy, Tactics and Tips--Heroscapers Community Contributions-Card Updates:
7 March 2021 - Class changed to Antagonist, Seduction changed to make the opponent roll
 
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Re: C3G Poison Ivy - Design Phase

NAME = POISON IVY
SECRET IDENTITY = PAMELA ISLEY

SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ANTAGONIST
PERSONALITY = INSANE

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = 165


ENTANGLING VINES
When an opponent’s small or medium figure moves onto or over a grass or swamp space within 2 spaces of Poison Ivy, or moves onto or over a space adjacent to an Evergreen Tree or Jungle Piece that is within 2 spaces of Poison Ivy, that figure must end its move there. Figures can never move through or over any figure affected by Entangling Vines.

PHEROMONE SEDUCTION 4
Before moving, you may choose a Unique Hero figure within 2 spaces of Poison Ivy. The player who controls the figure must roll the 20-sided die. If the figure has the Weak-Minded special power, that player must subtract 2 from this roll. If they roll 4 or lower, take control of that figure’s Army Card and remove any Order Markers on that Army Card. If Poison Ivy is destroyed, control of all Pheromone Seduced Hero figures returns to the player who controlled the Hero figures before they became Pheromone Seduced. Androids and Constructs are not affected by Pheromone Seduction.

PLANT ANIMATION 12
After moving and instead of attacking, roll the 20-sided die for all opponents' figures within two spaces of an Evergreen Tree or Jungle Piece that is within 6 spaces of Poison Ivy, one at a time. If you roll 12 or higher, the figure receives one wound.
 
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Re: C3G Poison Ivy - Design Phase

First off, let me say I like how you handled Poison Ivy.

Her pheromones + attack of 4 gives her an effective attack of 6. To me at least, that seems a bit much thematically for Poison Ivy. Maybe a base attack of 2 ?

Also maybe dial down the range of pheromones to adjacent. Otherwise she becomes the Anti-Raylen

I do really like the PLANT ANIMATION SPECIAL ATTACK.. It's very thematic and the mechanic is simple and elegant
 
Re: C3G Poison Ivy - Design Phase

Great start! :) I definitely have some ideas for adjustments I'd like to see, but I think this is a good starting point.
I do think Pheromones is problematic. Darkseid is really, really powerful just from being able to subtract 1 and 1 while adjacent, I think that what you've got here would be borderline broken and definitely worth a good 100-150 points all by itself. I think the best thing to do here would be just to drop that one completely and concentrate on two powers - one to represent her plant control and one to represent her seductive/toxic/hypnotic nature.
But, of course, you get to make the final calls, so I'm eager to here if you're interested in that adjustment.
 
Re: C3G Poison Ivy - Design Phase

Oh, and metahuman is definitely correct for her.
 
Re: C3G Poison Ivy - Design Phase

I am so glad that you went ahead and jumped in here. :up:

Yeah, would you mind just dropping PHEROMONES as a start for improvements?
 
Re: C3G Poison Ivy - Design Phase

First off, let me say I like how you handled Poison Ivy.

Her pheromones + attack of 4 gives her an effective attack of 6. To me at least, that seems a bit much thematically for Poison Ivy. Maybe a base attack of 2 ?

Also maybe dial down the range of pheromones to adjacent. Otherwise she becomes the Anti-Raylen

I do really like the PLANT ANIMATION SPECIAL ATTACK.. It's very thematic and the mechanic is simple and elegant

Thanks for the kind words.

The pheromone aura isn't giving her any additional attack dice, it's just reducing the attack and defense of opponents. They are intoxicated by the pheromones--confused, not quite on their game. The effecive range of 2 was to address the notion that they are airborne.

Strategy here is that she can move within pheromone range of an engaged opponent who would then roll 2 fewer attack dice against an ally and then roll 2 fewer defense dice against the subsequent attack. Hence the "cheerleader"-level points.

I thought about Toxic Kiss being a leveled squaddie/hero auto-kill (a la Braxas), but decided that might be too much.
 
Re: C3G Poison Ivy - Design Phase

I think you're looking at easily a 200+ figure right now, though. I think Pheromones is worth every bit as much in a cheerleader role as Taelord's Attack Aura, and he's 180 points on the basis of that and very little else. Her other powers and stats put her well above that, IMO.
Again, I really think it should be dropped, but I await your decision as the lead designer.
 
Re: C3G Poison Ivy - Design Phase

Great start! :) I definitely have some ideas for adjustments I'd like to see, but I think this is a good starting point.
I do think Pheromones is problematic. Darkseid is really, really powerful just from being able to subtract 1 and 1 while adjacent, I think that what you've got here would be borderline broken and definitely worth a good 100-150 points all by itself. I think the best thing to do here would be just to drop that one completely and concentrate on two powers - one to represent her plant control and one to represent her seductive/toxic/hypnotic nature.
But, of course, you get to make the final calls, so I'm eager to here if you're interested in that adjustment.

I am so glad that you went ahead and jumped in here. :up:

Yeah, would you mind just dropping PHEROMONES as a start for improvements?

OK. So about this? I had a number of different powers written up in advance of potential suggestions.

PHEROMONE CONTROL 12
After moving and before attacking, you may choose a Unique Hero within 2 spaces of Poison Ivy and roll the 20-sided die. If you roll a 12 or higher, take temporary control of the Hero and immediately take a turn with that Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Pheromone Control. All Order Markers that were on the chosen Hero’s Army Card will stay on the card.


PLANT ANIMATION SPECIAL ATTACK
Range Special. Attack 4.

Choose a figure adjacent to an Evergreen or Jungle Piece that is within 6 clear sight spaces of Poison Ivy. If an opponent’s Unique Hero receives at least 1 wound from Plant Animation Special Attack, you may remove 1 unrevealed Order Marker at random from that Unique Hero’s Army Card.
 
Re: C3G Poison Ivy - Design Phase

First off, let me say I like how you handled Poison Ivy.
Agreed :thumbsup:

Her pheromones + attack of 4 gives her an effective attack of 6. To me at least, that seems a bit much thematically for Poison Ivy. Maybe a base attack of 2 ?
I would suggest a base of 3. I could see Ivy with a pheromone enhanced attack of 5.

Also maybe dial down the range of pheromones to adjacent. Otherwise she becomes the Anti-Raylen
2 spaces isn't that much of a deal. I'd love for her to be an anti-Raelin.

I do really like the PLANT ANIMATION SPECIAL ATTACK.. It's very thematic and the mechanic is simple and elegant
Why would the tree need to be in clear line of sight?
 
Re: C3G Poison Ivy - Design Phase

I like that a lot better. I do, though, see a real possibility in her to be the first ever figure in SuperHeroscape that can Mind Shackle (permanent control) but lose the control when she's defeated (something that would be so thematic for SuperHeroscape).
 
Re: C3G Poison Ivy - Design Phase

I like some of that a lot better personally. I don't like her removing Order Markers though.

Curious, do you like the Plant Command power on this card, and is it something that you may be interested in incorporating into your vision?
Spoiler Alert!
 
Re: C3G Poison Ivy - Design Phase

First off, let me say I like how you handled Poison Ivy.
Agreed :thumbsup:

Her pheromones + attack of 4 gives her an effective attack of 6. To me at least, that seems a bit much thematically for Poison Ivy. Maybe a base attack of 2 ?
I would suggest a base of 3. I could see Ivy with a pheromone enhanced attack of 5.

Also maybe dial down the range of pheromones to adjacent. Otherwise she becomes the Anti-Raylen
2 spaces isn't that much of a deal. I'd love for her to be an anti-Raelin.

I do really like the PLANT ANIMATION SPECIAL ATTACK.. It's very thematic and the mechanic is simple and elegant
Why would the tree need to be in clear line of sight?

No offense, WS, but I don't think you're at all grasping how powerful the Pheromone power would be.
I'm really, really glad Sir G. is thinking about going in a different direction here.
 
Re: C3G Poison Ivy - Design Phase

I like that a lot better. I do, though, see a real possibility in her to be the first ever figure in SuperHeroscape that can Mind Shackle (permanent control) but lose the control when she's defeated (something that would be so thematic for SuperHeroscape).

I thought about that, but I was concerned that you would have to keep the controlled figure and Ivy close to each other to maintain control, and I didn't really know how to word something like that. Ideas?

Whitestuff: You're right, she probably doesn't need to see the plant.
 
Re: C3G Poison Ivy - Design Phase

No offense, WS, but I don't think you're at all grasping how powerful the Pheromone power would be.
I'm really, really glad Sir G. is thinking about going in a different direction here.
Why, what am I missing?

BTW, I like the Mind Shackle idea...
 
Re: C3G Poison Ivy - Design Phase

I like some of that a lot better personally. I don't like her removing Order Markers though.

Curious, do you like the Plant Command power on this card, and is it something that you may be interested in incorporating into your vision?
Spoiler Alert!

In researching what others had already done, I read that power and was first struck by how cool it was, but then worried about the "legal" placement of Jungle Pieces requiring two of the six faces to be connected.
 
Re: C3G Poison Ivy - Design Phase

Yeah ... maybe for the legal placement issue, we could add a line like "if possible" and FAQ it? It'd definitely be something new to the game, but I don't think it'd be broken ...
 
Re: C3G Poison Ivy - Design Phase

Have you played Darkseid?
Or, here's another way of putting it - she'd be going up against a 5 attack, 5 life Superman, and have a special attack. She'd probably play him close to even, especially if she were rolling hot for the Toxic Kiss.
Anyway, I really like the alternate direction Sir G. is going with, so I won't belabor the point against things that are changing. :)
As for possible wording for the Pheromone Control power ...

This needs fixing up (I'd have to look at the official Mind Shackle) but it's a rough draft for a direction you could go for what I'm talking about with the control power:

After moving and before attacking, you may choose any unique figure adjacent to Poison Ivy. Roll the 20-sided die, adding 3 to the roll if the chosen figure has the Wild Personality. If you roll an 18 or higher, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on the card. If Poison Ivy is destroyed, control of any previously Pheromone Controlled cards returns to the player who originally controlled them.
 
Re: C3G Poison Ivy - Design Phase

I like the art for "B" a lot. "A" is OK too. The others? Bleh.
 
Re: C3G Poison Ivy - Design Phase

Have you played Darkseid?
Or, here's another way of putting it - she'd be going up against a 5 attack, 5 life Superman, and have a special attack. She'd probably play him close to even, especially if she were rolling hot for the Toxic Kiss.
Did you look at the comic I posted above? Ivy would own Superman ;)


After moving and before attacking, you may choose any unique figure adjacent to Poison Ivy. Roll the 20-sided die, adding 3 to the roll if the chosen figure has the Wild Personality. If you roll an 18 or higher, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on the card. If Poison Ivy is destroyed, control of any previously Pheromone Controlled cards returns to the player who originally controlled them.
Looks good but why the wild personality? Be fun if it was Valiant personalities, just to mess with those guys... :D
 
Re: C3G Poison Ivy - Design Phase

Did you look at the comic I posted above? Ivy would own Superman ;)

Own as in control or possess, sure. ;) But not beat up! :p And you should try not to put too much stock into the entire Hush storyline IMO, as it went a bit over the top all over the place.

Looks good but why the wild personality?

The thought was that she should be able to better control "natural" creatures and entities. Killer Croc had an interaction with her that went down this way.
 
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