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The Book of Trickster (James Jesse)

A3n

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

C3G DC WAVE 10
TERRIFYING TEAM-UPS

C3G_Trickster_comic.png


Comic PDF

C3G_Trickster_mini.png


Mini PDF

The figure used for this unit is a Modified Heroclix figure from the Crisis set.
Its model number and name are #027 / Trickster and Pied Piper.
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Character Bio - At first James Jesse was only the stage name for circus acrobat born Giovanni Giuseppe. That is until he decided to turn to a life of crime just like his "reverse namesake" Jesse James. He created shoes that allowed him to walk on air to first help him in the trapeze shows his family was in, as every member of his family was a trapeze expert and his father wanted him to be one also, and now uses the shoes and other dangerous gag gadgets for his crimes.

A practical joker and conman whose favorite occupation is damaging enemies like the Flash with items such as explosive teddy bears.

After Barry Allen's death, the Trickster relocated from Central City to Hollywood, where he spent some time working in special effects. He attempted to steal Dan Cassidy's innovative Blue Devil suit, but was defeated. When Cassidy later became trapped in the suit, Jesse befriended him and relied on Cassidy to help with his sporadic efforts to give up supervillainy. In the miniseries Underworld Unleashed, Neron tried to create Hell on Earth, and Trickster realized it was up to him to beat the Devil. He managed to trick Neron and defeat him with Captain Marvel's help. Upon finding himself back on Earth, Trickster lamented the fact that he had engineered "the greatest sting of all time" and no one had witnessed it... and promptly decided he'd better work the side of the angels, because he didn't dare go to Hell.
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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-
 
Last edited by a moderator:
Re: Trickster - Brainstorming

NAME = TRICKSTER
SECRET IDENTITY = JAMES JESSE

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ROGUE
PERSONALITY = TRICKY

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

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

POINTS = 65


ITCHING POWDER BOMB SPECIAL ATTACK
Range 5. Lob 10. Attack 4.
Start the game with 1 white Itching Powder Marker on this card. Choose a Unique Hero to attack. No clear line of sight is needed. Place the Itching Powder Marker on the chosen Hero's card. While the Marker is on the chosen Hero's card, it must roll the 20-sided die before moving. If it rolls 1-13, it subtracts 1 from its movement for that turn. The chosen Hero must continue rolling the 20-sided die until 1-13 is no longer rolled or its movement is reduced to 0. This special attack may only be used once per game.

STICKY GUM
When attacking with a normal attack, if you roll 1 or more blanks, the defending figure cannot move this turn and must roll 1 fewer defense die for each blank rolled.

HEY, LOOK OVER THERE!
If Trickster is attacked and at least 1 skull is rolled, you may reveal an "X" Order Marker on any other card you control and ignore the attack. The attacking player’s turn immediately ends.

FLYING
 
Re: Trickster - Brainstorming

I was going to wait to start this until I had the 3rd power I am looking for but nothing has hit me yet. So I thought I would put this up as a brainstorming phase to see if we can find that perfect defensive power for him.

Cheers
 
Re: Trickster - Brainstorming

CARDBOARD STAND-UP ESCAPE
When Trickster is attacked and at least one skull is rolled, you may reveal the X Order Marker on this card and ignore the attack. You may place Trickster on any empty space within 2 spaces of his current location and he will not take any leaving engagement attacks.

That is my best. :reapershrug:
 
Re: Trickster - Brainstorming

CARDBOARD STAND-UP ESCAPE
When Trickster is attacked and at least one skull is rolled, you may reveal the X Order Marker on this card and ignore the attack. You may place Trickster on any empty space within 2 spaces of his current location and he will not take any leaving engagement attacks.

That is my best. :reapershrug:

It's usable, if not a bit like Mirror Mirage.
 
Re: Trickster - Brainstorming

I know nothing of this guy to offer much help. The only Trickster I have ever seen was Axel and that was in one of the cartoons. He was pretty funny, I liked his Snotgun :D
 
Re: Trickster - Brainstorming

Exploading Yo-Yo
Before attacking, you may choose one figure adjacent to Trickster. Roll the 20-sided die. If you roll a 12 or higher the chosen figure receives 1 wounds.
 
Re: Trickster - Brainstorming

MARBLES 12
If an opponent's figure moves into engagement with Trickster, roll the 20-sided die. If you roll 12 or higher, the figure's movement immediately ends, the figure receives 1 wound and may not attack this turn.
 
Re: Trickster - Brainstorming

ITCHING POWDER
Start the game with 1 white Itching Powder Marker on this card. After moving and before attacking you may choose a Unique Hero within 3 clear sight spaces of Trickster and place the Itching Powder Marker on the chosen figure's card. A figure with the Itching Powder Marker on its card must roll the 20-sided die before moving. If it rolls 1-6, subtract one from its movement this turn. The affected figure must continue rolling the 20-sided die until 1-6 is no longer rolled. If the figure cannot move this turn it receives one wound.

STICKY GUM
When attacking, if you roll 1 or more blanks the defending figure cannot move this turn and must roll 1 fewer defense dice for each blank rolled.



FLYING SYMBOL
Minor edits
 
Re: Trickster - Brainstorming

Marbles would be pretty helpful against Flash. I like Marbles, Exploading Yo-Yo and Cardboard Stand-Up Escape, can't we just put all 5 powers on the card? :lol:
 
Re: Trickster - Brainstorming

I wouldn't mind seeing Sticky Gum dropped in favor of a couple of the other powers here (I liked Marbles in particular, though an exploding Yo-Yo power is something I like thematically as well ... not sure if the mechanics Tickle put up are quite popping for me yet, though).

ITCHING POWDER
Start the game with 1 white Itching Powder Marker on this. After moving and before attacking you may choose a Unique Hero within 3 clear sight spaces of Trickster and place the Itching Powder Marker on the chosen figures card. A figure with the Itching Powder Marker on its card must roll the 20-sided die before moving. If it rolls 1-6 subtract one from its movement this turn. The affected figure must continue rolling the 20-sided die until 1-6 is no longer rolled. If the figure cannot move this turn it receives one wound.

STICKY GUM
When attacking, if you roll 1 or more blanks the defending figure cannot move this turn and must roll 1 fewer defense dice for each blank rolled.

I'm not liking the interaction in bold. Seems to overlap in a confusing way. If a figure can't move because of Sticky Gum, does it get a wound from Itching Powder? I'm sure we could come up with a clear answer either way, but that doesn't stop it from being confusing. So I'd rather see Sticky Gum drop the part about movement modification if it's kept, or see it dropped for something else.
Also, for Itching Powder, right now for someone like Flash with a move of 10, you'd have to roll 1-6 ten times in a row to wound him. That seems very unlikely to happen. I wonder if the negative roll for that couldn't be upped a bit? 1-8? Even 1-10?
I do really dig the mechanic, though, I just think it's a bit too hard to pull off right now.
 
Re: Trickster - Brainstorming

I thought about adding a Reach aspect to it, but I wasn't sure if I wanted it to get that complicated.
 
Re: Trickster - Brainstorming

I feel like it needs something to make it feel more like a yo-yo ... maybe even having it explode on him if he rolls too low? Just spit-balling ...
 
Re: Trickster - Brainstorming

I wouldn't mind seeing Sticky Gum dropped in favor of a couple of the other powers here (I liked Marbles in particular, though an exploding Yo-Yo power is something I like thematically as well ... not sure if the mechanics Tickle put up are quite popping for me yet, though).

ITCHING POWDER
Start the game with 1 white Itching Powder Marker on this. After moving and before attacking you may choose a Unique Hero within 3 clear sight spaces of Trickster and place the Itching Powder Marker on the chosen figures card. A figure with the Itching Powder Marker on its card must roll the 20-sided die before moving. If it rolls 1-6 subtract one from its movement this turn. The affected figure must continue rolling the 20-sided die until 1-6 is no longer rolled. If the figure cannot move this turn it receives one wound.

STICKY GUM
When attacking, if you roll 1 or more blanks the defending figure cannot move this turn and must roll 1 fewer defense dice for each blank rolled.

I'm not liking the interaction in bold. Seems to overlap in a confusing way. If a figure can't move because of Sticky Gum, does it get a wound from Itching Powder? I'm sure we could come up with a clear answer either way, but that doesn't stop it from being confusing. So I'd rather see Sticky Gum drop the part about movement modification if it's kept, or see it dropped for something else.
Also, for Itching Powder, right now for someone like Flash with a move of 10, you'd have to roll 1-6 ten times in a row to wound him. That seems very unlikely to happen. I wonder if the negative roll for that couldn't be upped a bit? 1-8? Even 1-10?
I do really dig the mechanic, though, I just think it's a bit too hard to pull off right now.
Itching powder was supposed to read differently, but A3n typed it up while we were chatting on Skype.

ITCHING POWDER
Start the game with 1 white Itching Powder Marker on this. After moving and before attacking you may choose a Unique Hero within 3 clear sight spaces of Trickster and place the Itching Powder Marker on the chosen figures card. A figure with the Itching Powder Marker on its card must roll the 20-sided die before moving. If it rolls 1-6 subtract one from its movement this turn. The affected figure must continue rolling the 20-sided die until 1-6 is no longer rolled. If the figure cannot move because of this special power, it receives one wound.

STICKY GUM
When attacking, if you roll 1 or more blanks the defending figure cannot move this turn and must roll 1 fewer defense die for each blank rolled.
________________

With that said, I think the movement aspect of Sticky Gum could be cut.
 
Re: Trickster - Brainstorming

I thought the Yo Yo was a fun name with a boring auto wound D20. :yawn:

:2cents:
 
Re: Trickster - Brainstorming

I thought the Yo Yo was a fun name with a boring auto wound D20. :yawn:

:2cents:

Yeah, that's where I was at. A yo-yo is soooo thematic for Trickster, though. I'm drawing a blank on good yo-yo mechanics, though, and I feel like it's going to be a third power, so it should be something short and sweet.
 
Re: Trickster - Brainstorming

The movement on Itching Powder happens when they move on their turn & the movement on Sticky Gum is when Trickster attacks on his turn, I don't see the issue there :shrug:.
 
Re: Trickster - Brainstorming

"A figure with the Itching Powder Marker on its card must roll the 20-sided die before moving."

Not according to the power text.
Anyway, Griff's addition above fixes the issue if you're big on keeping both of the powers essentially as is.
 
Re: Trickster - Brainstorming

How about something like this?

YO-YO TRICK
When targeting an adjacent figure for a normal attack, you may also choose one other figure adjacent to Trickster. After rolling attack dice, if you roll a blank the chosen figure receives one wound.
 
Re: Trickster - Brainstorming

MARBLES 12
If an opponent's figure moves into engagement with Trickster, roll the 20-sided die. If you roll 12 or higher, the figure's movement immediately ends, the figure receives 1 wound and may not attack this turn.

Sorry I missed this one SirG. Griff & I actually discussed almost the exact same power wording (I think we had the die roll as 13 or higher) but we called it Banana Peel. :p We decided itching powder would be the ultimate irritant, even after Trickster was destroyed :D.

What about this for a defensive power:

HEY LOOK OVER THERE!
If Trickster is attacked and at least 1 skull is rolled, you may reveal the X Order Marker on any other card you control and ignore the attack. The attacking figure's turn ends immediately.
 
Re: Trickster - Brainstorming

MARBLES 12
If an opponent's figure moves into engagement with Trickster, roll the 20-sided die. If you roll 12 or higher, the figure's movement immediately ends, the figure receives 1 wound and may not attack this turn.

Sorry I missed this one SirG. Griff & I actually discussed almost the exact same power wording (I think we had the die roll as 13 or higher) but we called it Banana Peel. :p We decided itching powder would be the ultimate irritant, even after Trickster was destroyed :D.


No worries. It's that whole great minds thing.


What about this for a defensive power:

HEY LOOK OVER THERE!
If Trickster is attacked and at least 1 skull is rolled, you may reveal the an "X" Order Marker on any other card you control and ignore the attack. The attacking figure's turn immediately ends.

I love this power!
 
Re: The Book of Trickster - Design Phase

It's a great mechanic.

Do we have any X OM powers on other designs that will accidentally trigger because of this power?
 
Re: The Book of Trickster - Design Phase

I'll look up all the X OM power texts later today.
 
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