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Character Bio - Axel Walker is a high school dropout who learned to trick or be tricked by his divorced parents. After putting school aside, Axel joined the Rogues by swiping equipment belonging to the original Trickster, James Jesse, in order to become the second incarnation of the villain. Trickster is an active member of the crime team and frequently conflicts with the Flash and his allies. Trickster views heroes as those who try to fool people into adoring them.
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-Rulings and Clarifications-
Q: Do I have to roll for Malfunctioning Equipment before using the Flying special power?
Re: The Book of Trickster (Axel Walker) - Design Phase
NAME = TRICKSTER SECRET IDENTITY = AXEL WALKER
SPECIES = HUMAN UNIQUENESS = UNIQUE HERO CLASS = ROGUE PERSONALITY = STUBBORN
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 5
ATTACK = 3
DEFENSE = 3
POINTS = 70
MALFUNCTIONING EQUIPMENT
Before Trickster uses any other special power on this card or on an Equipment Glyph, you must roll a combat die. If you roll a blank, Trickster cannot use that special power until the next time an Order Marker is revealed.
SHARPENED JACKS
Whenever a figure moves into engagement with Trickster, you may roll one unblockable attack die against that figure.
TOY BOMB SPECIAL ATTACK Range 3. Lob 5. Attack 3.
Choose a space to bomb. Any figure on the chosen space and all figures within 1 space of the chosen space are affected. No clear line of sight is needed. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately.
Agreed - An unblockable attack die would at least give them a 50/50 chance.
If you're going to bomb a space like Harley, use similar language.
SMILEX BOMB said:
Range 5. Lob 8. Attack 6.
Choose a space to bomb. Any figure on the chosen space and all figures within 2 spaces of the chosen space are affected. No clear line of sight is needed. Roll 6 attack dice once for all affected figures. Each figure rolls defense dice separately. After all affected figures have rolled defense dice, roll the 20-sided die. If you roll 13 or higher, remove one unrevealed Order Marker at random from each affected figure's Army Card. Smilex Bomb Special Attack may only be used once per game.
TOY BOMB SPECIAL ATTACK Range 3. Lob ?. Attack 4.
Choose a space to attackbomb. All figures on an adjacent to the chosen space are affected by Toy Bomb Special Attack.Any figure on the chosen space and all figures within 1 space of the chosen space are affected. No clear line of sight is needed. Roll 4 attack dice once for all affected figures. Each figure rolls defense dice separately.
Re: The Book of Trickster (Axel Walker) - Design Phase
Malfunctioning Equipment is really cool. Even with the possibility of malfunctioning, I agree that the jacks are too powerful. I'm not sure if the unblockable die is the best approach or not.
As clean and straightforward as these powers are, I'm worried about whether we've used these exact mechanics before or not (or with the special attack the same range/attack with that explosive effect). Please, someone reassure me!
Re: The Book of Trickster (Axel Walker) - Design Phase
Would it be a bad thing to roll for Malfunctioning Equipment then roll again for Sharpened Jacks? If not you could just put the unblockable die language in their, so he would have to roll anything but a blank to throw the jacks but then have to roll a skull for them to do damage.
Re: The Book of Trickster (Axel Walker) - Design Phase
Yeah, I kind of figured that was the change we were going for here.
Also, now that I look again, I don't think we need to call it a "white" combat die. We specify in the C3G rules what type of combat dice we use, so just "combat die" or "attack die" is fine.
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ROGUE
PERSONALITY = STUBBORN
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 5
ATTACK = 3
DEFENSE = 3
POINTS = 70
MALFUNCTIONING EQUIPMENT
Before Trickster uses any special power on this card or on an Equipment Glyph, you must roll a white combat die. If you roll a blank, Trickster cannot use that power. [this turn?]
[Feels a little fiddly, but it's worth the thematic effect, I think. I assume that it applies to powers that are used out of turn (like the Jacks), but does it apply to Flying? It must, no?
I do think you have to add a "this turn" clause or else someone could just say, I'm going to try to Fly again, even--if people are really rule lawyers--okay, I can't use my Bomb, to I have to make a new attack instead, oh, let me check to see if I can use my Bomb now, or now, or now, or now...]
SHARPENED JACKS
Whenever a figure ends it movement adjacent to Trickster, you may roll one combat die. If you roll a skull, that figure receives one wound.
[Like it.]
TOY BOMB SPECIAL ATTACK Range 3. Lob 5.Attack 4.
Choose a space to bomb. Any figure on the chosen space and all figures within 1 space of the chosen space are affected. No clear line of sight is needed. Roll 4 attack dice once for all affected figures. Each figure rolls defense dice separately.
[Seems like a lot of boom for a 70 point figure. Just think what this guy can do to groups of policemen in confined places! I'd drop the bomb to Attack 3, at least, for a figure in this rough price range, fwiw.]
Another Trickster, eh? Hmmmm, I’d better not pull his finger.
Malfunctioning Equipment
Putting on a rules lawyer hat, would you have to roll the die before considering the Malfunctioning Equipment special power? Perhaps “uses any other special power,” unless you folks think that makes it look clunky.
You should specify the duration of the effect. Maybe: “cannot use that power for the remainder of the turn.”
It’s a neat form of self-negation.
Sharpened Jacks
The may is a good clarification to prevent friendly fire. Since the term unblockable attack die has become standard in C3G designs, you could probably use that term here:
Sharpened Jacks
Whenever a figure ends its movement adjacent to Trickster, you may roll one unblockable attack die against that figure.
Toy Bomb Special Attack
I’d better double-check my Barbie Dolls, in that case.
Final Thoughts
Wording will need to be tightened and standardized here, but the design is really neat. I particularly like the Malfunctioning Equipment, because those games I’ve played with Scarlet Witch and those dreaded curses have been fun.
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ROGUE
PERSONALITY = STUBBORN
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 5
ATTACK = 3
DEFENSE = 3
POINTS = 70
MALFUNCTIONING EQUIPMENT
Before Trickster uses any special power on this card or on an Equipment Glyph, you must roll a white combat die. If you roll a blank, Trickster cannot use that power.
SHARPENED JACKS
Whenever a figure ends it movement adjacent to Trickster, you may roll one combat die. If you roll a skull, that figure receives one wound.
TOY BOMB SPECIAL ATTACK
Range 3. Lob 5.Attack 4.
Choose a space to bomb. Any figure on the chosen space and all figures within 1 space of the chosen space are affected. No clear line of sight is needed. Roll 4 attack dice once for all affected figures. Each figure rolls defense dice separately.
Re: The Book of Trickster (Axel Walker) - Design Phase
Scapemage said:
C3G INITIAL PLAYTEST FEEDBACK FORM
NAME OF THE TEST UNIT Trickter II.
- 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 too 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 NoYES. - What should be the unit's point value? 60. - Give a brief overview.Sharpened Jacks rarely came into play due to range, and Toy Bomb is useless 1v1. He should be much better against multiple enemies.
Spoiler Alert!
TEST 1
Map: Mayberry (all tests).
Units: Vs. Trickster I (65). Itching Powder Bomb carries power. Who won and how many wounds did they have?Trickster I w/ 1 wound, Round 1, Turn 2.
TEST 2
Map: .
Units:Vs. Shadow Thief (70). Trickster rolled perfectly. Who won and how many wounds did they have?Trickster unharmed, Round 1, Turn 1.
TEST 3
Map: .
Units: Vs. Trapster (75). An even exchange. Who won and how many wounds did they have?Trapster w/ 2 wounds, Round 2, Turn 2.
TEST 4
Map: .
Units: Vs. Code: Blue Officer (70). The multiple attacks won out. Who won and how many wounds did they have?Code: Blue Officer w/ 1 wound, Round 1, Turn 3.
TEST 5
Map: .
Units: Vs. Iron Man Mark I (70). Trickster got pulled in. Who won and how many wounds did they have?Iron Man w/ 2 wounds, Round 1, Turn 3.
TEST 6
Map: .
Units: Vs. Matter-Eater Lad (60). A fair brawl. Who won and how many wounds did they have?Trickster w/ 2 wounds, Round 3, Turn 2.
TEST 7
Map: .
Units:Vs. Jubilee (60). 4 dice is better than 3. Who won and how many wounds did they have?Jubilee w/ 2 wounds, Round 1, Turn 3.
TEST 8
Map: .
Units: Vs. Lockheed (60). The high defense was tough to break. Who won and how many wounds did they have?Lockheed w/ 1 wound, Round 1, Turn 3.
TEST 9
Map: .
Units: Vs. Alfred Pennyworth (60). Little competition here. Who won and how many wounds did they have?Trickster unharmed, Round 1 Turn 3.
TEST 10
Map: .
Units: Vs. Bucky (60). Fairly fair. Who won and how many wounds did they have?Bucky w/ 2 wounds, Round 2, Turn 2.
Squad Test - Does it pass, Yes or NoYES. - What should be the unit's point value? 60. - Give a brief overview. Toy Bomb failed, and he died before he could use it again.
Map: .
Units: Vs. Bad Cop x1 (55).
Spoiler Alert!
The 2 attacks got him. Who won and how many wounds did they have? 2/2 Bad Cops, Round 1, Turn 2.
Squad Test - Does it pass, Yes or NoYES. - What should be the unit's point value? 65-70. - Give a brief overview.Toy Bomb's usefulness shines.
Map: .
Units: Vs. Arkham Inmates x1.
Spoiler Alert!
Toy Bomb took them all out in one go. Who won and how many wounds did they have?Trickster unharmed, Round 1, Turn 1.
Army Test - Does it pass, Yes or NoYES. - What should be the unit's point value? 80-100. - Give a brief overview..
Map: .
Units: Trickster II (60), Trickster I, Heat Wave, Mirror Master, Captain Cold, Captain Boomerang I, Pied Piper, and Wonder Woman (935) Vs. Doctor Manhattan, Silk Spectre, Ozymandias, and Comedian (930).
Spoiler Alert!
Doctor Manhattan is Silk Spectre's mate this game. Mirror Master teleports Captain Cold to height, where he is engaged by Comedian and soon Silk Spectre thank to Manhattan. Wonder Woman comes in and a fight ensues. Manhattan smashes 5 wounds into Wonder Woman, and Cold hits Silk for 3 with his gun, activating Trickster II, who amounts to nothing but a failed Bomb. Silk blocks another Bomb, but Comedian takes a wound. Wonder Woman goes down to Comedian, and Cold takes 2 from Manhattan. Cold takes out Silk and activates Trickster II, who Bombs Comedian to death and wounds Manhattan. Cold is eliminated, but not without a fight. Captain Boomerang and Manhattan exchange hits, and Ozy creeps forward. Captain Boomerang dies, and Heat Wave gets close to Ozy. Heat Wave manages to kill Ozy before dying to Manhattan, greatly increasing the odds for the Rogues. Sharpened Jacks hits Manhattan, but Trickster whiffs his attack and dies. Trickster I wounds Manhattan, and Pied Piper kills him after Mirror Master falls. Who won and how many wounds did they have?Team 1: Trickster I and Pied Piper unharmed.
Army Test - Does it pass, Yes or NoYES. - What should be the unit's point value? 70-80. - Give a brief overview.Trickster did less this game, but still got his points back. His Bomb did some damage, and Sharpened Jacks dealt a few wounds.
Map: .
Units: Trickster II (60), Mirror Master, Trickster I, Heat Wave, Captain Cold, Pied Piper, and Captain Boomerang I (635) vs. Shocker, Crime Alley Crooks x3, Catwoman, and Black Cat (635).
Spoiler Alert!
Cold meets the entire opposing army head on, and thing heat up quickly. Trickster Bombs a Crook, wounding Catwoman and Black Cat in the process. Shocker kills Cold, and Sharpened Jacks hits a Crook. Shocker kills Trickster II, and Heat Wave begins killing Crooks with Flamethrower. Catwoman and Shocker kill Heat Wave, and the last few Crooks move forward. Boomerang kills a Crook, and Catwoman deals him heavy damage. Piper wounds Catwoman and activates her, killing a Crook. Shocker kills Boomerang, and Piper kills a Crook and wounds Shocker. Shocker gets activated by Piper and kills Black Cat. Shocker wounds himself, but kills Piper. The remaining figures lock into battle, and Shocker dies first. The last Crook is killed, but Catwoman Whips her way to victory. Who won and how many wounds did they have?Team 2: Catwoman w/ 5 wounds.