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Out-there Heaven (Movie, TV, and Video Game Characters)

Yeah I’m unsure of how to do FE classes too. :lol: It’s probably something we’d decide on a more game-by-game basis though, I’d imagine.

A Pair-Up Story Card would be really cool. Maybe every character could use it, but the FE characters get extra boosted from it somehow?
 
That would make sense. Maybe a tag power could work too to encompass different armies since there could be a lot of classes, so Benny and Charlotte could just have a Nohr power (Nohr: Border Guard?). But there are so many characters in the franchise that I feel like we'd end up taking characters we want rather than a full team / army. The average FE game has a roster for roughly 3 or 4 waves of designs.

That Pair-Up idea is cool, maybe FE characters get bonuses to a couple of stats = the highest 2 on their partner.

Not sure how mainline FE does it, but Heroes has a support system where they get a small buff to all stats when near their support partner. There's a Pair Up mechanic tied to certain characters where you can switch which character is on the board.
 
Adjusted the wording on Border Guard of Nohr and Charlotte's powers, and added some mini plans for them. Should be fairly simple to do. A lot of Fire Emblem characters you could easily get away with repainting some D&D minis, especially from the older games.
charlotte_wily_warrior_slide03.png
Additional Art:
Spoiler Alert!

NAME = CHARLOTTE

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = FIGHTER / GUARD
PERSONALITY = INNOCENT
SIZE/HEIGHT = MEDIUM 4

LIFE = 6

MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 3

POINTS = ???


MONEY SEEKER
All Unique or Event Heroes you control with the class of King or Prince, or that have at least 1 Investment on its card, are considered to be Charlotte's Beloved. Anytime a special power on a Beloved's card refers to any other figure or card you control that it does not share an identity with, it may refer to Charlotte or Charlotte’s card instead.

BORDER GUARD OF NOHR
Before Charlotte or a friendly figure named Benny takes a turn, you may either move or attack with the other. When an opponent's small or medium figure moves onto a space adjacent to Charlotte without using the Flying special power, that figure must end its move there.

UNMASKED FEROCITY
If Charlotte is within 6 clear sight spaces of a Beloved, subtract 3 from her Attack number. If Charlotte is not within 6 clear sight spaces of a Beloved, Charlotte has the Aggressive personality instead of what is listed on this card, and anytime she attacks with a normal attack, she may attack one additional time.

Summary:
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Mini idea:
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benoit_sensitive_soul_slide03.png
Additional Art:
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NAME = BENNY

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = KNIGHT / GUARD
PERSONALITY = TACITURN
SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 4
RANGE = 1
ATTACK = 4
DEFENSE = 5

POINTS = ???


BORDER GUARD OF NOHR
Before Benny or a friendly figure named Charlotte takes a turn, you may either move or attack with the other. When an opponent's small or medium figure moves onto a space adjacent to Benny without using the Flying special power, that figure must end its move there.

FIERCE MEIN
Enemy figures within 3 clear sight spaces of Benny subtract 1 from their Defense number, and you may add or subtract 2 from any 20-sided die rolls when that enemy figure uses any special power to ignore an attack.

TOUGH
When rolling defense dice against a normal attack, Benny always adds one automatic shield to whatever is rolled.

Summary:
Spoiler Alert!
Mini ideas:
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Total revamp of my old JP Raptors. The major change is I did away with The Big One as a leader (not quite unique enough, definitely not as iconic as the Rex) and went with Uncommon Hero, I think they'd work the best this way, kind of like the werewolves, but they work together.

I also made them cunning because they are and I don't think Beast Man could handle them.

The price may feel high, but I figure they're similar the Enforcers where they work so well together they all get bumped up. And we have at least two big dinos at 230 that might run smoothly with these, as well as hopefully Roberta/The Rex at some point.
edit: 90 would also work, but they'd need a substantial debuff, probably life 1 and then some.

@Tornado, you're pretty familiar with the 2000 AD Dinosaurs so you'll have to tell me if these would break anything. XD

Raptors_revenge.jpg

NAME = INGEN RAPTOR


SPECIES = DINOSAUR
UNIQUENESS = UNCOMMON HERO
CLASS = PREDATOR
PERSONALITY = CUNNING

SIZE/HEIGHT = MEDIUM 5

LIFE = 3

MOVE = 7
RANGE = 1
ATTACK = 3
DEFENSE = 5

POINTS = ?


CLEVER GIRL/COORDINATED ATTACK PATTERNS
After moving and before attacking with this InGen Raptor, you may either:
• place up to two InGen Raptors you control that are within 9 spaces of this InGen Raptor on any empty spaces adjacent to this InGen Raptor; or
• place one InGen Raptor you control that is within 6 spaces of this InGen Raptor adjacent to an enemy figure within 6 clear sight spaces of this InGen Raptor

PACK HUNTER
This InGen Raptor adds 1 to its attack number for each InGen Raptor you control that is engaged with the defending figure, up to a maximum of +2. When a figure engaged with at least two InGen Raptors you control rolls defense dice, you may subtract 1 shield from whatever is rolled. If this InGen Raptor dealt any damage to a figure this turn, you may roll an unblockable die against that figure for each Dinosaur you control adjacent to that figure.

STEALTH LEAP 12
Instead of its normal move, this InGen Raptor may move up to 3 spaces with Stealth Leap. When moving with Stealth Leap, this InGen Raptor has the Flying special power, but may not move up or down more than 12 levels in a single leap, and will not take any leaving engagement attacks when it starts to leap.
 
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That's a solid build. I'm not entirely sold on the 190 price tag, but getting three of these guys ganging up on one opponent, preferably a high-cost hero, would be devastating.
 
Agree it will probably be less than 190.
I would put a range restriction on the teleporting two figures power.
Can they really leap 12 levels?
 
I'll add a limit to some of that. They can definitely leap though.

edit: I also don't think they're gonna come in as high as 190 or as low as 90, it's always better to figure out a design than adjust it to a cost anyway. What feels right should be the precedent. I lowered the life to 3.
 
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Rich-Kelly-Jurassic-Park-Movie-Poster-Mondo-2015.jpg

"Robert, Robert Muldoon, my game warden from Kenya. A bit of an alarmist, I'm afraid, but knows more about raptors than anyone." - John Hammond, CEO of InGen
Rm.jpg

NAME = ROBERT MULDOON


SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = HUNTER
PERSONALITY = GRUFF

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 7
ATTACK = 3
DEFENSE = 3

POINTS = ?


GAME WARDEN
At the start of the game, you may choose a species other than Human. When a numbered Order Marker is revealed on the card of the chosen species, you may immediately move Robert Muldoon up to 3 spaces. If Robert Muldoon attacks a figure of the chosen species with his normal attack, he may attack that figure one additional time.

CONTINGENCY PLAN
When an Army Card you control has all of its figures destroyed, you may immediately remove any unrevealed Order Markers from that card and place them on any other card you control.

AUTO SHOTGUN SPECIAL ATTACK
Range 4. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by this special attack. Robert Muldoon only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Robert Muldoon cannot be affected by this special attack. When Robert Muldoon attacks with this special attack, he may attack one additional time.

I initially had Tracking 3 (from Wolverine) and Combat Shotgun in addition to Auto Shotgun (since the SPAS-12 can switch from semi-auto to pump action), but that's a lot of reuses.
Contingency Plan is a nice theme tie, since he is the one to mention the Lysine Contingency in the film and also died fighting the raptors so Ellie had time to reset the power.
I was thinking of also doing a future tie to InGen Workers or other hunters in general with game warden but that can saved for any of those designs. I could also see him just specifically countering Dinosaurs even if it's too niche, since being able to pick Mutates or something might be a little weird, but I guess it depends how broad the power should be and how much reuse it could see. He also was a warden in Kenya so it would make sense he would counter other animals. We could also goa more Beast Man route, except where he is countering them.
One last thing was possibly letting him or friendies move after dealing wounds, but the card's already full.
 
Man...Contingency Plan is a great power, huh? :p

I feel like a reverse Reluctant Hero (where his OMs go elsewhere when he dies) would be a neat simple power for him.
 
Initial drafts for Yugioh, been doing research on the IPas it comes from a Shounen Jump manga. There are minis available and I think it could fit right in.

The idea is that Duel Monsters work as Summons from spell cards to tie them to the Magical Defense special power. Below is an iconic monster and my second draft of how I think things could work.

Name: Dark Magician
SI: n/a
Species: Duel Monster
Uniqueness: Uncommon Hero
Class: Magician
Personality: Loyal

Life: 3

Move: 5
Range: 1
Attack: 5
Defense: 3

Points: 70

Shadow Game
Dark Magician does not start the game on the battlefield, he may only be placed on the battlefield using the Spell "Summon Duel Monster." Instead of taking a turn with a figure with the Magical Defense special power you may take a turn with Dark Magician and then take no more turns. When Dark Magician is destroyed deal an automatic wound to a figure you control.

Dark Magic Special Attack
Range 5. Attack 4.
After choosing a figure to attack you may discard a spell card, if you do then negate all powers on the chosen figure's Army Card until the end of this turn.

Magical Defense

------Spell Card-----
Summon Duel Monster
Common Spell

Instead of attacking, choose a Duel Monster in your Army that has not been placed on the Battlefield this game and place them on an empty space within 2 clear sight spaces.

Points: 5
 
Dig it! Yu-Gi-Oh has a lot of potential for a summoner play style with some unique figures.

I'd almost want to cut the Summon Duel Monster spell card and make it the first power here. Something like this:

SUMMON: DUEL MONSTER
Dark Magician does not start the game on the battlefield. After revealing an Order Marker on the card of a Duelist or a figure with the Magical Defense special power, you may place Dark Magician on any empty space within 3 clear sight spaces of that figure, and you may not place any additional figures with this special power. Instead of attacking with a Duelist or a figure with the Magical Defense special power, you may take a turn with Dark Magician, and you may not take any additional turns with other figures you control.

MAGICIAN'S RIPOSTE
When Dark Magician is destroyed, immediately roll one unblockable attack die against the attacking figure.

DARK MAGIC SPECIAL ATTACK
Range 5. Attack 4.
Before rolling attack dice for this special attack, you may discard a spell card you control. If you do, all special powers on the defending figure's Army Card are negated until the end of this turn.

Just trims down having to draft a summon duel monster card for each monster you draft. Also allows you to have Summon special powers for the different types of summoning in Yu-Gi-Oh, and can tie into a Duelist design to reference all monsters easily, especially if you want to split away from them having the species of Duel Monsters.
 
Definitely a good direction. Only reason I'd be against it is because a ton of card space gets soaked up and limits what could be put on a Duel Monster.

Only summon mechanic we would have to worry about is fusion which could be hit with a spell card for Polymerization/Super-Poly or a ritual summon. Synchro and forward werent in the manga.

I'd be good with this implementation though, looks just as fun. Just gotta keep monsters simple with summoning built in because of card space.
 
Here's a design I've been cooking up for a while. Never played League of Legends but I adore this character and the lore around them. Basically League's deity of death, hinted to have been the Grey Man who grew lonely, so split himself in two so he could have a friend. The Lamb is his rationale; feels little but knows everything. The Wolf is his emotions; feels everything but knows little. They're two halves of one being, and cannot exist without the other.

They could probably do with tuning down a bit, but I like where it's headed. Alternatively could probably be condensed into one card too if a two card design is too much.

A really nice thing about this character is that there are a couple of models for them on thingiverse for 3D printing. They only need a simple paint job too, only really requiring white for Lamb and black for Wolf, with a bit of blue for the eyes.
Kindred_0.jpeg

NAME = KINDRED
SECRET IDENTITY = LAMB

SPECIES = ENTITY
UNIQUENESS = EVENT HERO
CLASS = HUNTER
PERSONALITY = MERCIFUL

SIZE/HEIGHT = MEDIUM 4

LIFE = 4

MOVE = 6
RANGE = 5
ATTACK = 4
DEFENSE = 6

POINTS = ???

MARK OF THE KINDRED

Start the game with 4 Kindred Markers. At the start of each round, before placing Order Markers, you may place a Kindred Marker on an enemy figure's card that does not have a Kindred Marker. Anytime a figure with a Kindred Marker on its card is destroyed, place that Kindred Marker on this card. Add X to Lamb’s Range number, and whenever you roll attack dice for Lamb, you may re-roll up to X dice once. X equals the number of Kindred Markers on this card.

ETERNAL HUNTER
When you draft Lamb, you also draft a Kindred figure with the Wolf secret identity. Lamb does not start the game on the battlefield. When Lamb is destroyed, place or remove Wound Markers from this card until she exactly 4 wounds. Each time you reveal a numbered Order Marker and Lamb is not on a battlefield, remove a Wound Marker from this card. At the end of each round, if Lamb is on this card and has no Wound Markers on its card, you may place Lamb on any empty space within 10 spaces of an enemy figure.

DANCE OF ARROWS
Once per turn, after attacking or defending with Lamb, you may place her on any empty space within 3 spaces of her original position. After placing Lamb, roll 1 unblockable attack die against a figure within 5 clear sight spaces of Lamb. When moving with this special power, Lamb does not take any leaving engagement attacks.
NAME = KINDRED
SECRET IDENTITY = WOLF

SPECIES = ENTITY
UNIQUENESS = EVENT HERO
CLASS = HUNTER
PERSONALITY = FEROCIOUS

SIZE/HEIGHT = LARGE 4

LIFE = 1

MOVE = 7
RANGE = 1
ATTACK = 5
DEFENSE = 5

POINTS = ???

ETERNAL PREDATOR

Wolf can only be drafted if you have drafted a Kindred figure with the Lamb secret identity. Wolf does not start the game on the battlefield. Anytime Lamb is placed from her card onto the battlefield, or after moving with Lamb, you may place Wolf on any empty space adjacent to Lamb. If Lamb is not on the battlefield, remove Wolf from the battlefield.

MOUNTING DREAD
If a figure attacked by Lamb uses a special power during that attack and receives no wounds, you may immediately place Wolf on any empty space adjacent to the defending figure and roll one unblockable attack die against that figure, or two unblockable attack dice if that figure has a Kindred Marker on its card.

WOLF'S FRENZY
After taking a turn with Lamb, if Wolf did not use the Mounting Dread special power, you may take a turn with Wolf, and you may not take any additional turns with other figures you control. During this turn, Wolf may attack up to X times. X equals the number of Kindred Markers on Lamb’s card.

FLYING
 
Been thinking about Pathfinder characters lately and think they'd be a great fit. Multiple comics, crossed over with Red Sonja and Vampirella, and has a bunch of unique characters with an abundance of miniatures available. A really nice set of Pathfinder miniatures is the Pathfinder Battles: Iconic Heroes Evolved set, which comes with all 4 of these characters + 2 others which I plan to write up as well.

The Pathfinder characters make up an adventuring party that go on a variety of journeys, with a few main characters and a couple of guests here and there, and end up becoming a tightly knit team that are practically a family. These are 4 of the main characters, which would be interesting to develop into a faction of their own. My aim would be to make a faction of Explorers (class not decided) that include these 6 + 1 more to start with.

Seoni, the sorcerer, is the party's leader and one of the team's spellcasters. Valeros is the fighter, Merisiel the rogue, and Kyra the cleric. Other main members include a wizard and a ranger, as well as several guests like an investigator, a Half-Orc inquisitor, a small team of villains, and many many more. All of these characters have both unpainted and painted miniatures.

Pathfinder features a bunch of characters in the world of Pathfinder called Iconics, which represent the playable classes in Pathfinder, and can be used in place of player made characters. The main characters of the comics are some of these characters, but the comics also feature a variety of other characters that also feature minis. In total it comes to about 17 of the Iconics appear in the comics, with a bunch of other characters too, and of course all the generic fantasy stuff that has countless miniatures.

For some power level ideas, Valeros has gone toe to toe with Red Sonja, Kyra has obliterated entire rooms of undead in a single blast, Merisiel was abducted into an alternate dimension featuring several Dynamite Comic universes for being regarded as one of the greatest thieves within those worlds, and Seoni has cast so many different spells of varying power its hard to pin down what abilities to give her, but some of her abilities include team wide flight, enlarging party members, granting invisibility, and deflecting projectiles. The party has also taken on a dragon, teams of demons, bandits, a variety of monsters, and some beings that border on Event Hero status.

Seoni
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Valeros
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Merisiel
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Kyra
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I don't know who those are and can't find much of anything on them, but they look like they'd make cool additions to the faction!
 
There are some great ideas here. I'd like to see the pathfinder characters join us, always welcoming more sword and sorcery types onto the field of battle ^^

Curious, since it is called Adventuring party is there a reason that they are called Explorers instead of Adventurers? Just wondering if the names could marry up in some way like having it be called something to do with Expedition? Not necessarily a needed change just thought of it.

Also, curious if a subtheme of this faction would be building adventuring parties that worked well together. I notice that there are some specific name call outs on Merisiel. Fun idea to think that you could mix and match some explorers but there would still be some ideal call outs to "this is my party that I come from." For those extra bonuses.

I do like the idea of this faction having a singular class that ties them all together instead of splitting them up into things like Cleric, Wizard, and so forth. Makes them working as a group much easier.
 
Thank you! Glad to see some Pathfinder support, I think that series has some really cool characters perfect for C3G.

I’m not against them being Adventurers, but I went with Explorers to avoid Fantastic 4 synergy, and to let these characters have their own space. I’d imagined Invisible Woman synergy + healing could be too much. Something like Expedition Party could definitely work as a name!

Merisiel’s call out to Kyra, and vice versa, is because they are a couple (actually married as of a short story), and I wanted them to have a reason to be used together and stay together during games. In the comics they often prioritise healing / defending the other, and tunnel vision to the other if something bad happens to them. So it was mainly a nod to their relationship.

Having sub themes within the faction could be a cool idea though! The Pathfinder comics only has one consistent party, which is the group of characters I posted with some others here and there. The Pathfinder lore as a whole, a lot more characters interact with each other and this party, but to my knowledge there aren’t really any specific teams beyond what the comics have (and they don’t even have a party name to my knowledge, they just usually work together). One storyline in the comics did have another, villainous party that the main party worked with, but they don’t appear after.

And thanks! I did want to give them their unique classes to start with, but things like Ranger wouldn’t sit right with the factions using that class already. Explorer is also just a good way of making a faction for fantasy adventurers in general. Say if something like D&D got accepted, you can give them Explorer too and it’d be fitting for these characters to mix.
 
Part 2 of my Pathfinder designs! Finishes off the Pathfinder Battles: Iconic Heroes Evolved set + adds a personal favourite of mine from the comics.

Harsk
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Fumbus
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Imrijka
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The Legend of Zelda

What is this? –

Spoiler Alert!


How is this a comic? –

Spoiler Alert!


What would this Faction look like? –

Spoiler Alert!


Miniatures? –

Spoiler Alert!


Example Units? –

Spoiler Alert!
 
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I too came up with an Agent 47 design from the Hitman games.
EmPJjBL.png

Figure could be an easy headswap/repaint of Colatteral Damage #010-012 / Black Mask with the head of Superman #015 / Lex Luthor

Agent 47

Clone
Unique Hero
Assassin
Professional
Medium 5

LIFE = 4
MOVE = 5
RANGE = 5
ATTACK = 2
DEFENSE = 3

??? Points


ICA LOADOUT
At the start of the game, before Order Markers are placed, you may choose either a Glyph of Sniper Rifle, a Glyph of Lethal Syringe, or a Glyph of Remotely-Detonated Bomb and place it on this card. If you do not choose any of those glyphs, place the white Disguise Marker on this card and you may place Agent 47 on any empty space on the battlefield. After moving Agent 47, you may place a glyph from this card power-side up on any empty space he occupied before or during the move. Instead of attacking with Agent 47, you may destroy a glyph placed by this special power.

INTERNATIONAL CONTRACT ASSASSIN
At the start of the game, choose up to two Unique Heroes that an opponent controls to be Agent 47's Target. Agent 47 rolls an additional die when attacking one of his Targets with a normal or special attack. When attacking with Agent 47, each skull rolled counts as an additional hit.

BLENDING IN
When an opponent's medium figure is destroyed, if Agent 47 was adjacent to that figure, you may place the Disguise Marker on this card. While the Disguise Marker is on this card, Agent 47 can move through all figures, cannot be attacked by, targeted or chosen for special powers by, or take leaving engagement attacks from enemy figures. After Agent 47 attacks, if any enemy figure has clear sight of him, remove the Disguise Marker from this card. If Agent 47 is ever your only figure on the battlefield, negate this special power for the rest of the game.

And here's the two Glyphs mentioned in the 1st power that don't already exist:

GLYPH OF LETHAL SYRINGE
EQUIPMENT GLYPH

Instead of attacking with this figure, you may choose an opponent's adjacent figure and roll the 20-sided die, adding 2 to the roll if this figure is an Assassin. If you roll 15 or higher, the chosen figure receives 3 wounds, or 1 wound if that figure has the Super Strength special power. Androids, Constructs, Undead, and destructible objects are not affected by this glyph. After a figure receives any wounds from this glyph, destroy this glyph.

GLYPH OF SNIPER RIFLE
EQUIPMENT GLYPH

If the figure equipped with this glyph does not move on their turn, they may use the following special attack.
SNIPER RIFLE SPECIAL ATTACK
Range 10. Attack 2.
Each skull rolled counts as an additional hit.
 
You usually can’t add dice to SAs from an “outside source” like another power, so the middle power may take some tweaking.

I really dig that “spotted by a Bystander” mechanic in Blending In, very thematic in a fun way. Similarly, I love the double Target element in the Contract power, it’s a really interesting way to keep that kind of power fresh. There’s some really neat and inventive ideas there that I think show that you’ve got a voice of your own as a designer already.

I will say, I know you’ve put a fair bit of work into it, but I think that first power misses the forest for the trees a little bit. The core of 47’s character, to me, is that his methods are completely ridiculous - He blows people up with rubber ducks and sets up complex Rube Goldberg schemes that involve dressing up in silly costumes - but he’s just so flippin’ serious about it all. :lol: I think including some of that slapstick is more important than capturing the exact Loadout mechanics of the game. Even just giving him the Rubber Ducky might be enough, but I always envisioned 47 with an auto-wounding “Mishaps” special power of some kind.

Then again, Archie went with a similarly route to you with his take, so maybe I’m just a weirdo. :p I guess overall I’d encourage getting the “feel” of Hitman down more than translating exact mechanics from the game.
 
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