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The Book of Trickster (Axel Walker)

Scapemage

From less than zero to Hero!
The Book of Trickster (Axel Walker)

C3G DC SUPER SECRET EXCLUSIVE 49
REVENGE OF THE ROGUES


C3G_TricksterII_comic.png

Comic PDF

C3G_TricksterII_mini.png

Mini PDF


The figure used for this unit is a Heroclix figure from the Collateral Damage set.
Its model number and name are #013-015 / Trickster.

_________________________________________________________________

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.
_________________________________________________________________

-Rulings and Clarifications-
  • Q: Do I have to roll for Malfunctioning Equipment before using the Flying special power?
  • A: Flying is indeed a special power, so yes.
_________________________________________________________________

-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • N/A
_________________________________________________________________

-Immunities, Benefits, and Weaknesses-

Immunities:Benefits:Weaknesses:_________________________________________________________________

-Strategy, Tactics and Tips--Heroscapers Community Contributions-
 
Last edited by a moderator:
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.

FLYING
 
Re: The Book of Trickster (Axel Walker) - Design Phase

Looks good! Sharpened Jacks needs to be toned down, though. He'll decimate 5/6 melee squad members otherwise.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

Looks good! Sharpened Jacks needs to be toned down, though. He'll decimate 5/6 melee squad members otherwise.
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. :up: 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). :p Please, someone reassure me!
 
Re: The Book of Trickster (Axel Walker) - Design Phase

Sharpened Jacks is similar to Engagement Strike (actually, I think I'd like it more similar) and the Toy Bomb is similar to Smilex Bomb.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

I can handle similar, so long as they're still distinctive. :)
 
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.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

yeah, just combat die.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

Alright, I've balanced things in the SP and updated wordings. Sending to ERB now.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

1Mmirg said:
Fun write-up, Scapemage!

Some comments below:

Scapemage said:
Enjoy!

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 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.]


FLYING SYMBOL

Fun stuff. I like what you have. Hope my comments are some help. All best, V :)
davidlhsl said:
Trickster

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. :D

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.
Porkins said:
"Combat Die", yes. But there is not a single reference to a "white" combat die in previous cards. Lots of references to blanks, though.

Lob - duh...I was getting Lob confused with Range.


Scapemage said:
We use "Combat Die" whenever blanks are involved.

Lob 5 means it can only go over a wall that is 5 levels high.

Thanks!
Porkins said:
Why the reference to a "white" combat die? C3G has not done that before.

Toy Bomb: no height limit for lobbing? So if I'm standing next a castle wall that is 100 levels up, I can throw a Toy Bomb onto the castle's ledge?


Scapemage said:
Enjoy!

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 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.

FLYING SYMBOL
I've made appropriate wording changes in the SP and dropped Toy Bomb to 3 attack. I'll have the initial done soon.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

Looks good! For Malfunctioning Equipment, do we want X-Marker reveals to reset his powers, or just Numbered Order Markers?
 
Re: The Book of Trickster (Axel Walker) - Design Phase

Any reveal works I would say. Opens up some strategy.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

OK, just checking.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

I'm confused. Did an OM reveal get added to his powers?
 
Re: The Book of Trickster (Axel Walker) - Design Phase

No. If he fails his roll for malfunctioning power, his powers remain offline until the next time the player controlling him reveals an Order Marker.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

That really weakens Sharpened Jacks. I'd rather it be so the next time anyone reveals an OM.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

Didn't even consider that one. Updated.
 
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!

_____________________________________________________________​


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!

_____________________________________________________________​


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!


_____________________________________________________________​



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!

_____________________________________________________________​


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!
I changed the Sharpened Jacks wording to fix an issue I noticed, and this one was interesting. 24 hours on the clock for 80 points.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

You could just go with:

SHARPENED JACKS
Whenever a figure moves into engagement with Trickster, you may roll one unblockable attack die against that figure.
 
Re: The Book of Trickster (Axel Walker) - Design Phase

I'm not sure if I'm seeing 80 here. I think 70 is the stronger cost from the results you've posted. :shrug:
 
Re: The Book of Trickster (Axel Walker) - VOTE For Playtesti

Very, very late here, but I propose we move forward to playtesting at 70 points.
 
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