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The Book of Supergirl

A3n

"Let's Nut this Unit Out!"
Site Supporter
The Book of Supergirl

C3G DC WAVE 7
THE PURSUIT OF JUSTICE

C3G_Supergirl_comic.png

Comic PDF

C3G_Supergirl_mini.png


The figure used for this unit is a Heroclix figure from the Origin set.
Its number and name are #055-057 / Supergirl.
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Character Bio - Kara Zor-El was the last survivor of Argo City of the planet Krypton, which had survived the explosion of the planet and had drifted through space. When the inhabitants of the colony are slain by Kryptonite, Kara is sent to Earth by her father Zor-El to be raised by her cousin Kal-El, known as Superman. Fearing that she might not be recognized by Superman, Kara's parents provide a costume based on the Man of Steel's own.
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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-

Immunities:Benefits:Weaknesses:_________________________________________________________________

-Strategy, Tactics and Tips--Heroscapers Community Contributions-
 
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Re: Supergirl - Design Phase

NAME = SUPERGIRL
SECRET IDENTITY = KARA ZOR-EL

SPECIES = KRYPTONIAN
UNIQUENESS = UNIQUE HERO
CLASS = REFUGEE
PERSONALITY = RECKLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 7

MOVE = 7
RANGE = 1
ATTACK = 6
DEFENSE = 6

POINTS = 320


HEAT VISION SPECIAL ATTACK
Range 4. Attack 2 + Special.
Choose a figure to attack and roll 2 attack dice, or 3 attack dice if the chosen figure is an Android or Destructible Object. For each skull rolled, roll one additional attack die. Continue rolling an additional attack die for each additional skull rolled until no skulls are rolled. The defending figure rolls defense normally.

KRYPTONIAN DEFENSE
When rolling defense dice against a normal attack from a figure that is not a Kryptonian, if at least one shield is rolled, all blanks rolled count as additional shields.

SUPERSONIC FLYING
When using the Flying special power, Supergirl may add 4 to her Move number. If she does, she cannot attack this turn.

SUPER STRENGTH

FLYING



Original Post:
Spoiler Alert!
 
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Re: Supergirl - Design Phase

It was a real toss-up to begin with to decide between super breath or heat vision. I went with heat vision mainly because a lot of people seemed to have wanted it on Superman, but also because every thing I thought of for super breath was too complicated & I also really wanted her as simple as Superman.

Cheers
 
Re: Supergirl - Design Phase

This is a great start A3n! The defense power is perfect. :up: I also like where you are taking the Heat Vision.
 
Re: Supergirl - Design Phase

Comic art?
A
Spoiler Alert!

B
Spoiler Alert!

C
Spoiler Alert!

D
Spoiler Alert!

E
Spoiler Alert!

F (my personal favourite as I'm an Adam Hughs fan)
Spoiler Alert!
 
Re: Supergirl - Design Phase

I like "D" the best. "F" is a bit too "pin up girl" and everything else has a signature or something else in the art. Pretty much all great looking pictures, though, but I think "D" is the best of a good bunch.
Not much to say on this write up, as I'm liking it. I feel that the wording on Heat Vision could probably be condensed a bit or made a bit more official sounding, but I'm at a loss for actual suggestions at the moment, for which I apologize.
 
Re: Supergirl - Design Phase

I like C and D the best (signatures can be easily removed, I've had to do it many times for past C3G cards). I like the powers, too.
 
Re: Supergirl - Design Phase

I like C and D the best (signatures can be easily removed, I've had to do it many times for past C3G cards). I like the powers, too.
I agree, and in that order.


Heat Vision is a power that will be revisited for other K people, and whatever mechanic we create for it now, will either be the standard or at least a template. I think that we need to be very very picky about that power and its application. One thing that I do not like about it right now is its complexity, I would like for it to be a short and simple power if possible.... I am thinking of a D20 roll like Acid Breath in that it inflicts a wound, but if we make it a before attacking power, that would give the K people the incentive to take advantage of the two "attacks" and get into the fight, avoiding the theme break of perching. Also, a limited range will also help with this.


I am not sure how I feel about Hyperspeed for Supergirl... it is thematic though because she is the fastest of the K people. OK, I like it. :D
 
Re: Supergirl - Design Phase

I think we should just use Hyperspeed instead of renaming it, though. And I don't think it should have a requirement that she not be engaged. If the player wants to take a leaving engagement attack, let them.
 
Re: Supergirl - Design Phase

I think we should just use Hyperspeed instead of renaming it, though. And I don't think it should have a requirement that she not be engaged. If the player wants to take a leaving engagement attack, let them.
:word:
 
Re: Supergirl - Design Phase

Agreed.

Image D.

And Heat Vision is an interesting twist, but I don't like that it only has a 50% chance of doing ANYTHING in the first place. Maybe keep the same idea, but change it up a little bit:

HEAT VISION SPECIAL ATTACK
Range 4. Attack 2+Special.
Choose a figure to attack and roll 2 attack dice. Then for each skull rolled, roll one additional attack die. Continue rolling additional attack dice until no additional skulls are rolled. The defending figure rolls defense dice normally.
 
Re: Supergirl - Design Phase

Agreed.

Image D.

And Heat Vision is an interesting twist, but I don't like that it only has a 50% chance of doing ANYTHING in the first place. Maybe keep the same idea, but change it up a little bit:

HEAT VISION SPECIAL ATTACK
Range 4. Attack 2+Special.
Choose a figure to attack and roll 2 attack dice. Then for each skull rolled, roll one additional attack die. Continue rolling additional attack dice until no additional skulls are rolled. The defending figure rolls defense dice normally.

I like image D also & Necro's version of Heat Vision.

Cheers
 
Re: Supergirl - Design Phase

I think Necro's version of heat vision is the right direction. I see now that you guys are going for a variable attack potential, and that could certainly work thematically. However, I think we should still keep things open for suggestions, that way we hear all options and choose the best. HV is after all, a power that will be used again. ;)
 
Re: Supergirl - Design Phase

I think Necro's version of heat vision is the right direction. I see now that you guys are going for a variable attack potential, and that could certainly work thematically. However, I think we should still keep things open for suggestions, that way we hear all options and choose the best. HV is after all, a power that will be used again. ;)

I suppose I was aiming for that. I just get sick of all the D20 roll place a wound type ability as they don't take into account the defence of the defending figure. This to me is sort of like the longer she can stay focused the more concentrated the burn is going to be but being able to defend against it is still up to the defenders own strengths, as I don't see HV as strictly always wound ability, especially against other super heroes/villains.

Cheers
 
Re: Supergirl - Design Phase

This to me is sort of like the longer she can stay focused the more concentrated the burn is going to be but being able to defend against it is still up to the defenders own strengths

That got me thinking. How about a Special Attack with an Attack of zero, and you get to add 1 attack die for each Move you reduce by this turn? It would work better if it could be before moving, but special attacks just don't work that way...
 
Re: Supergirl - Design Phase

I really like the d-20 before attacking idea because I don't see any Krptonian being a sniper-type character. However, I also really like Necro's version there. What if there were a maximum number of dice so that the potential was much lower than her normal attack? This way using her as a sniper would be using her in a weakened state.
 
Re: Supergirl - Design Phase

I really like the d-20 before attacking idea because I don't see any Krptonian being a sniper-type character. However, I also really like Necro's version there. What if there were a maximum number of dice so that the potential was much lower than her normal attack? This way using her as a sniper would be using her in a weakened state.

I could see a cap of 5. But having said that you would have to have a good run of dice to get to even 5.
 
Re: Supergirl - Design Phase

Do I have to say what I think about an artificial cap?

And Grif, until we vote, everything's open for discussion. Stop being such a drama queen. ;)
 
Re: Supergirl - Design Phase

Do I have to say what I think about an artificial cap?
And Grif, until we vote, everything's open for discussion. Stop being such a drama queen. ;)
No, I am sure we are all well aware how you feel. However, it works for 2-face and if we don't have one, I prefer the d20 based power.

EDIT: Sorry Necro, that comment was not meant to be snarky, as it seemed when I re-read it.
 
Re: Supergirl - Design Phase

I still really like the idea of trading movement for attack strength for Heat Vision - it really portrays the idea of having to stand still to focus. If we go the d20 route, perhaps it could be a high roll, and then you can add to your roll for every space you reduce your movement...?
 
Re: Supergirl - Design Phase

I still really like the idea of trading movement for attack strength for Heat Vision - it really portrays the idea of having to stand still to focus. If we go the d20 route, perhaps it could be a high roll, and then you can add to your roll for every space you reduce your movement...?
Oooo...I like this idea. So, basically if Supergirl were adjacent, she could choose not to move and add 7 to whatever she rolled? That is pretty cool.
 
Re: Supergirl - Design Phase

I don't mind the idea of the attack increasing with the number of spaces not moved but I still don't want a D20 power. I want this this to be a special attack not just a power.

Cheers
 
Re: Supergirl - Design Phase

The concept can be done either way. Add to the d20, add attack dice to a special attack. Conceptually, I like the idea of a special attack better except for one thing - it would be done after moving. I think before moving is more thematic and the only way to do that is a special power. Unless she has a power stating she can attack before moving...
 
Re: Supergirl - Design Phase

I am really liking the discussion on this right now, and though I don't have much to add other than agreeing with the SA version and GO's approach of not moving mechanic, I will say that we should all keep in mind that HV is going to be used several times over for other future units. :)

And Necro, that's "your Majesty Drama Queen" to you! :p
 
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