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The Book of Puppet Master

Griffin

Founding Member of C3G and C3V
Site Supporter
The Book of Puppet Master

C3G MARVEL FANTASTIC FOUR MASTER SET
FANTASTIC FORCES UNITE!

C3G_PuppetMaster_comic.png

Comic PDF


The figure used for this unit is a Heroclix figure from the Universe set.
Its model numbers and name are #085-087 / Puppet Master.

The figure used for this unit is a Heroclix figure from the Infinity Challenge set.
Its model numbers and name are
#061-063 / Puppet Master.
Its model numbers and name are [/I]#169 / Phillip Masters.
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Character Bio - Phillip Masters is not your average doll creator/collector, he is an ambitious master mind that delights in his ability to manipulate the actions of others, enjoying the control that he has over them. Phillip was teased and bullied as a child, and later in life when his wife died, he spiraled into depression and hatred for those with wealth and power, things that he did not have, until he finally lost his mind. He has made several failed attempts to take over the world by using his radioactive clay to mysteriously puppeteer those in power. However, Phillip Masters, now calling himself Puppet Master, has had his plans thwarted each time by the heroic adventurers that call themselves the Fantastic 4.
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-Rulings and Clarifications-
  • Q - Can Puppet Master use his Reactive Mind Control on Event Heroes?
    A - No, because Event Heroes cannot be controlled temporarily or permanently by opponents.
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-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • N/A
_________________________________________________________________

-Strategy, Tactics and Tips-
  • N/A
-Heroscapers Community Contributions-First Reevaluation Version Playtests:Second Reevaluation Version Playtests:Card Updates:
7 March 2021 - Class changed to Genius
 
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Re: Puppet Master - Brainstorming Phase

NAME = PUPPET MASTER
SECRET IDENTITY = PHILLIP MASTERS

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

SIZE/HEIGHT = MEDIUM 4

LIFE = 3

MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 2

POINTS = 140


STRING PULL 16
After revealing an Order Marker on this card and taking a turn with Puppet Master, if he is unengaged, you may choose a Unique Hero within 8 clear sight spaces of Puppet Master. Roll the 20-sided die. If you roll 16 or higher, take temporary control of that hero and immediately take a turn with the chosen Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the String Pull. All Order Markers that were on the chosen Hero's card will stay on the card. After using String Pull, you may use it one additional time.

REACTIVE MIND CONTROL 8
If Puppet Master is targeted and attacked by an opponent's figure that does not have the Mental Shield special power, roll the 20-sided die. If you roll 8 or higher, Puppet Master takes no damage and the opponent's turn immediately ends. Take temporary control of the attacking figure. Move the attacking figure up to 4 spaces then return control of the figure to the player who controlled it before the Reactive Mind Control. Figures moved with this special power will not take any leaving engagement attacks.



Spoiler Alert!
 
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Re: Puppet Master - Brainstorming Phase

Some sort of mind control like power that works better on Adventurers and Scientists seems about right.
 
Re: Puppet Master - Brainstorming Phase

Why would his mind control work better on Adventurers and Scientists? I would think it would work equally well on everyone, except maybe those that are insane.
 
Re: Puppet Master - Brainstorming Phase

He has a lot more practice sculpting their forms?
 
Re: Puppet Master - Brainstorming Phase

Well even though he keeps that radioactive clay on hand at all times, and he could make a puppet for anyone, he keeps pre-made figures for the Fan 4 on hand at all times. So having a boost against Adventurers and Scientists is a way that helps tell the thematic story without mentioning any character names. And so what if it ends up working well on an Adventurer or Scientist that he is not familiar with in the comics. The power does work on everyone anyways, and besides, he may have seen the scientist at a convention or encountered the Adventurer while the Fan 4 were in membership rotation. :)
 
Re: Puppet Master - Brainstorming Phase

This one will need some research... Another character I'm not really up on...
 
Re: Puppet Master - Brainstorming Phase

You're right, Necro - more fun if he's good at puppeteering anyone.
 
Re: Puppet Master - Brainstorming Phase

But even if he's better at sculpting their forms, or keeps them ready-made on hand, I still don't see how that translates to being able to control them easier. Does the quality of the sculpt really affect the difficulty of the mind control??
 
Re: Puppet Master - Brainstorming Phase

I'm in favor of him being able to control anyone equally as well.
 
Re: Puppet Master - Brainstorming Phase

Here's my attempt to capture him:
The Book of Puppet Master

C3G MARVEL Exclusive

PuppetMaster01.jpg


The figure used for this unit is a Heroclix figure from the ????? set. Its model number and name is ???/?????.

Minipix105.jpg


Background:
(INSERT BACKGROUND PICTURE FOR THE MINIATURE)

NAME = PUPPET MASTER
SECRET IDENTITY = Phillip Masters


SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = PUPPETEER (maybe CRIMINAL, could also be a SCIENTIST)
PERSONALITY = MANIACAL
SIZE/HEIGHT = MEDIUM 4

LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 2
POINTS =


MARIONETTE

At the start of the game place a Marionette Marker on the Army Card of up to 4 Unique Hero's controlled by your opponent.

PUPPETEER MASTER
After moving, instead of attacking, roll the 20-sided die. If you roll an 11 or higher, you may either:
• Move up to 2 figures with a Marionette Marker up to 3 spaces. Any figure engaged before being moved with Puppeteer Master will take leaving engagement attacks.
• Take a turn with 1 figure with a Marionette Marker. At the end of that turn, control of the Hero returns to the player who controlled the Hero before Puppeteering. All Order Markers that were on the Hero's card will stay on the card.

REACTIVE MIND CONTROL
When a figure with a Marionette Marker targets Puppet Master for an attack, roll the 20-sided die. If you roll an 10 or higher the attacking figure's turn ends immediately and you may move that figure up to 3 spaces.


_________________________________________________________________


Character Bio - (Insert character Bio)




-Rulings and Clarifications-
  • N/A


    _________________________________________________________________
-Combinations and Synergies-


Synergy Benefits Received


Classic:
  • N/A
Marvel:
  • N/A
C3G:
  • N/A
Synergy Benefits Offered


Marvel:
  • N/A
Classic:
  • N/A
C3G:
  • N/A
_________________________________________________________________



-Strategy, Tactics and Tips-
  • N/A

-Heroscapers Community Contributions-
  • (Insert initial playtest here)
  • (Insert second playtest here)
  • (Insert third playtest here)
 
Re: Puppet Master - Brainstorming Phase

PUPPETEER MASTER
After moving, instead of attacking, roll the 20-sided die. If you roll an 11 or higher, you may either:
• Move up to 2 figures with a Marionette Marker up to 3 spaces. Any figure engaged before being moved with Puppeteer Master will take leaving engagement attacks.
Attack with up to 2 figures with a Marionette Marker. Figures make their one at a time.

REACTIVE MIND CONTROL
When Puppet Master is targeted for an attack, roll the 20-sided die. If you roll an 10 or higher the attacking figure's turn ends immediately. If the attacking figure is a Unique Hero, take temporary control of that hero and immediately tak a turn with that Hero. At the end of that turn, control of the Hero returns to the player who controlled the Hero before the Reactive Mind Control. All Order Markers that were on the Hero's card will stay on the card. Puppet Master cannot make a leaving engagement attack against a figure he controls by Reactive Mind Control.

Would this cause the same issue as the Colossus attempt did?

Shouldn't this only work against figures with the Marionette marker on their card? The way I would think the power would work is when one to the figures that the opponent controls that has a Marionette marker on it attempts an attack on PM, then his control would have a chance to stop them from attacking him and instead allow him to take a turn with them and turn them on their teammates. I'm not overly familiar with PM, so maybe I'm not understanding that he could have power over figures other than just the ones with the Marionett Markers.
 
Re: Puppet Master - Brainstorming Phase

First of all, great write-up, A3n!

A few notes:


I like Puppeteer as his Class.

Megalomaniac is more of a noun than a verb - I think for it to be a personality, it really needs to be megalomaniacal, which is a bit longish. How do you feel about just Maniacal?

I have the mini, and Medium 4 is in fact appropriate.

I like the weakling stats. This feels like an accurate translation of the character - and I like how the powers make him a viable threat against the Fan Four nonetheless. I'm really digging your vision here! :)

Marionette is a good power. I'm glad to see it lets you pick four.


PUPPETEERING

After moving, instead of attacking, roll the 20-sided die. If you roll an 11 or higher, you may either:
• Move up to 2 figures with a Marionette Marker up to 3 spaces. Any figure engaged before being moved with Puppeteer Master will take leaving engagement attacks.
• Take a turn with 1 figure with a Marionette Marker. At the end of that turn, control of the Hero returns to the player who controlled the Hero before Puppeteering. All Order Markers that were on the Hero's card will stay on the card.

I think this would answer Hahma's concern. Also, I think Puppet Master should be able to take full turns (i.e. use special powers) on enemies even without them attacking him.
Then I would adjust his defensive power to match this adjustment:

REACTIVE MIND CONTROL
When a figure with a Marionette Marker targets Puppet Master for an attack, roll the 20-sided die. If you roll an 10 or higher the attacking figure's turn ends immediately and you may move that figure up to 3 spaces.

I think it'd probably be a bit much if he took full turns both offensively and defensively, so I think this simplification of Reactive Mind Control allows him to take full turns with his "puppets" through Puppeteering (What do you think of the name change?)

 
Re: Puppet Master - Brainstorming Phase

I am happy with all your changes Bats. I did mean to include that the figures needed to have the Marionette Markers to be able to attack, that was a slip in concentration :D. But yes I am happy to change it to 1 full turn to avoid the complications we were finding with Colossus.

Post updated with the changes. Can one of you lovely mods put it in the first post.

BTW Whitestuff I hope you didn't mind me moving this one along also. I will leave Annihilus totally in your hands though :)

Cheers
 
Re: Puppet Master - Brainstorming Phase

How about Manipulative for his personality?
 
Re: Puppet Master - Brainstorming Phase

Ooooh! That's perfect!
 
Re: Puppet Master - Brainstorming Phase

OK, I made that change. A3n can tell us if he objects, but I think it's perfect. :)
 
Re: Puppet Master - Brainstorming Phase

MARIONETTE
At the start of the game place a Marionette Marker on the Army Card of up to 4 Unique Hero's controlled by your opponent. I really think that this should work for Heroes in his army as well.

PUPPETEER MASTER
After moving, instead of attacking, roll the 20-sided die. If you roll an 11 or higher, you may either:
• Move up to 2 figures with a Marionette Marker up to 3 spaces. Any figure engaged before being moved with Puppeteer Master will take any leaving engagement attacks. Unlike Mind Exchange, this power doesn't specify who controls the chosen figure, and so players will not know who rolls for things like Leaving Engagement Attacks, Engagement Strikes, etc.
• Take a turn with 1 figure with a Marionette Marker. At the end of that turn, control of the Hero returns to the player who controlled the Hero before Puppeteering. All Order Markers that were on the Hero's card will stay on the card. Again, this really needs to be better modeled after Doctor Doom's Mind Exchange.

REACTIVE MIND CONTROL
When a figure with a Marionette Marker targets Puppet Master for an attack, roll the 20-sided die. If you roll an 10 or higher the attacking figure's turn ends immediately and you may move that figure up to 3 spaces. Do you guys realize that this power only works if PM is "TARGETED" by a ranged attack? All you have to do is get adjacent to him and punch through his little Defense of 2 and Life of 3. I think this needs some critical rewriting or PM is gonna be a major chump.
 
Re: Puppet Master - Brainstorming Phase

Is this any better?


REACTIVE MIND CONTROL

Before a figure with a Marionette Marker rolls attack dice against or uses a special power that would affect Puppet Master, roll the 20-sided die. If you roll an 10 or higher the attacking figure's turn ends immediately and you may move that figure up to 3 spaces.
 
Re: Puppet Master - Brainstorming Phase

Is this any better?


REACTIVE MIND CONTROL

Before a figure with a Marionette Marker rolls attack dice against or uses a special power that would affect Puppet Master, roll the 20-sided die. If you roll an 10 or higher the attacking figure's turn ends immediately and you may move that figure up to 3 spaces.

I think this is simpler and better.

REACTIVE MIND CONTROL
Before a figure with a Marionette Marker rolls takes a turn, roll the 20-sided die. If you roll an 10 or higher the attacking figure's turn ends immediately and you may move that figure up to 3 spaces.
 
Re: Puppet Master - Brainstorming Phase

That would be much easier, you are Indubitably brilliant today. :D
 
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