• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

Public Design Workshop 2.0

Cable_Vol_2_4_Textless.jpg

NAME = BISHOP
SECRET IDENTITY = LUCAS BISHOP

UNIQUENESS = UNIQUE HERO
SPECIES = MUTANT
CLASS = TORMENTOR
PERSONALITY = RUTHLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

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

POINTS = 220

TIMESLIP PURSUIT
Bishop does not begin the game on the battlefield. At the start of each round, if Bishop has not been placed on the battlefield, you may place Bishop on any space within 3 clear spaces of an enemy.

PROJECTILE ABSORBTION
When Bishop defends against a non-adjacent figure, Bishop ignores all but 1 wound.

LOCKDOWN
When a Small or Medium enemy adjacent to Bishop would move, you may stop its movement.


FACTION =
PUBLISHER = Marvel
KEYWORDS = Cyborg
SYMBOLS =
 
Tormentor Bishop
Lockdown and Timeslip Pursuit are a pretty good package - he's not doing anything crazy aside from that though, pretty streamlined design. Definitely feels right at home with the Tormentor stuff.

Lawman Bishop
I do wonder if the SA is a little soft - he's got to tank a few attacks to get above his normal, and maxes out there. Could see just bumping it to a base of 3 maybe.

Dragon
The age marker stuff is neat, kind of a thinker. I do think the sort of big-payout bonding seems tough to pull off without some real cheap Iron Fists so it may be better to dial it down just for practicality? (Kinda same page as Nobody about the Sin Six bonding - doesn't need to be 100% unique to them but would want to be careful reusing the mechanic - I'm not sure he's super set up for running with loads of Iron Fists anyhow though? (Unless there's a plan for that and I missed it, whoops))
 
Tormentor Bishop
Lockdown and Timeslip Pursuit are a pretty good package - he's not doing anything crazy aside from that though, pretty streamlined design. Definitely feels right at home with the Tormentor stuff.

Lawman Bishop
I do wonder if the SA is a little soft - he's got to tank a few attacks to get above his normal, and maxes out there. Could see just bumping it to a base of 3 maybe.

Dragon
The age marker stuff is neat, kind of a thinker. I do think the sort of big-payout bonding seems tough to pull off without some real cheap Iron Fists so it may be better to dial it down just for practicality? (Kinda same page as Nobody about the Sin Six bonding - doesn't need to be 100% unique to them but would want to be careful reusing the mechanic - I'm not sure he's super set up for running with loads of Iron Fists anyhow though? (Unless there's a plan for that and I missed it, whoops))

Glad the Tormenter feels like it came out right. Yeah, I always felt the base Bishop didn't quite check the bruiser box of taking hits and giving back that I'd personally like, and that buff up to base 3 on the SA would go a ways to making that feel better. Since I want to shunt the TIMESLIP PURSUIT to the Tormenter, I have a few ability ideas to replace it. Let me know if any of them seem a good replacement or if there are any other ideas for that slot.

Spoiler Alert!
 
The Take the Hit thing is probably the most mechanically interesting (it may need some soft mechanical changes but the idea is there) but it would lock him into a very bodyguard-esque role, which I’m not sure we’d want?
 
The Take the Hit thing is probably the most mechanically interesting (it may need some soft mechanical changes but the idea is there) but it would lock him into a very bodyguard-esque role, which I’m not sure we’d want?

Mhm, I definitely threw it in for the idea, not the execution. That is a fair concern, so I think my first instinct to balance its inclusion if we go that way would be to not make it terribly consistent so that it's icing rather than the main gameplan.
 
the-walking-dead-the-whisperers-amc.jpg

NAME = WHISPERER

UNIQUENESS = COMMON HERO
SPECIES = HUMAN
CLASS = ANTAGONIST???
PERSONALITY = ?????

SIZE/HEIGHT = MEDIUM 5

LIFE = 1

MOVE = 4
RANGE = 1
ATTACK = 2
DEFENSE = 2

POINTS = 50??

THIS WAY

Before moving a Whisperer, you may choose all Walkers within two spaces. After moving the Whisperer you must maneuver the chosen Walkers two spaces closer to the Whisperer.

SSSHHHHH
Once per round, instead or taking a turn with a Whisperer you may take a turn with up to six Walkers. These Walkers must move closer to and may only attack a wounded figure that has neither the Inorganic nor Undead keywords.

WATCH THEIR HANDS
Once per round, instead of moving you may swap a Whisperer and a Walker you control. Before the Whisperer attacks, you may roll an attack die against an adjacent enemy.

WALK WITH THEM
When a Whisperer is defeated you may replace it with a defeated Walker.

FACTION =WHISPERERS??
PUBLISHER = IMAGE
KEYWORDS =
SYMBOLS =

the-walking-dead-the-whisperers-grim-aftermath.jpg

Spoiler Alert!
 
ONE SHOT
Name:
Reversal
Uniqueness: Unique
Martial Art Move
One Shot

Requires: Fighter or Challenger Hero

Reversal
After a Fighter or Challenger you control rolls defense against an adjacent enemy, if you rolled more skulls then the attacker then you may use Reversal to ignore all wounds from that attack. Wound the attacker and end that figure's activation.

Point cost: 20

Takes great discipline not to call this 'COMBO BREAKER' :D
 
Langauge needs a little correcting, especially the HOLOGRAPHIC REINCARNATION, but I like this as a starting point.

Shard_Bishop_(Earth-1191)_from_X-Factor_Vol_1_119_cover.jpg

NAME = SHARD
IDENTITY = SHARD BISHOP

UNIQUENESS = UNIQUE HERO
SPECIES = MUTANT
CLASS = LAWMAN
PERSONALITY = DRIVEN

SIZE/HEIGHT = MEDIUM 5

LIFE = 4
MOVE = 6
RANGE = 5
ATTACK = 3
DEFENSE = 4

POINTS = 220-240

HOLOGRAPHIC REINCARNATION 14
If Shard is defeated and is not a Hologram, instead remove all wounds from this figure and Shard now has Hologram as her species. If Shard is a Hologram, she gains all the following: Shard can move through anything. If an enemy targets Shard during its activation, roll a d20. On a 14+, until the next activation, Shard cannot be targeted and is not considered engaged to that enemy.

PHOTONIC CHARGING
If Shard is attacked with a Light attack, place a blue Energy Marker on this card. During clean-up, you may place a blue Energy Marker on this card. A maximum of 3 Energy Markers may be on this card.

LIGHT FORCE BLAST
SPECIAL ATTACK Light Damage
Range 5. Attack 2.
Defender rolls one fewer defense die for each Energy Marker on this card. After attacking with this special attack, you may remove an Energy Marker from this card to attack again with this special attack.

FACTION = X.S.E./X-Factor
PUBLISHER = Marvel
SYMBOLS = Light Resistance, Stealth
 
Last edited:
Do it. Also, out of curiosity, it there any reason why it's not wounding equal to the difference in skulls?

To control it and keep the cost lower, I'm more going for the turn ending effect than anything here. I doubt it would feel really good if you blanked an attack roll, which is so common in this dice game, and then you just get blown out by a bunch of unblockables. The potential to receive so many wounds is very polarizing so it's capped at one.
 
To control it and keep the cost lower, I'm more going for the turn ending effect than anything here. I doubt it would feel really good if you blanked an attack roll, which is so common in this dice game, and then you just get blown out by a bunch of unblockables. The potential to receive so many wounds is very polarizing so it's capped at one.
Very fair.
 
ONE SHOT
Name:
Reversal
Uniqueness: Unique
Martial Art Move
One Shot

Requires: Fighter or Challenger Hero

Reversal
After a Fighter or Challenger you control rolls defense against an adjacent enemy, if you rolled more skulls then the attacker then you may use Reversal to ignore all wounds from that attack. Wound the attacker and end that figure's activation.

Point cost: 20

Takes great discipline not to call this 'COMBO BREAKER' :D
This rocks, now I really feel like we need more generic "special move" one-shots that aren't spells
 
Langauge needs a little correcting, especially the HOLOGRAPHIC REINCARNATION, but I like this as a starting point.

View attachment 73040

NAME = SHARD
IDENTITY = SHARD BISHOP

UNIQUENESS = UNIQUE HERO
SPECIES = MUTANT
CLASS = LAWMAN
PERSONALITY = DRIVEN

SIZE/HEIGHT = MEDIUM 5

LIFE = 4
MOVE = 6
RANGE = 5
ATTACK = 3
DEFENSE = 4

POINTS = 220-240

HOLOGRAPHIC REINCARNATION 14
If Shard is defeated and is not a Hologram, instead remove all wounds from this figure and Shard now has Hologram as her species. If Shard is a Hologram, she gains all the following: Shard can move through anything. If an enemy targets Shard during its activation, roll a d20. On a 14+, until the activation, Shard cannot be targeted and is not considered engaged to that enemy.

PHOTONIC CHARGING
If Shard is attacked with a Light attack, place a blue Energy Marker on this card. During clean-up, you may place a blue Energy Marker on this card. A maximum of 3 Energy Markers may be on this card.

LIGHT FORCE BLAST
SPECIAL ATTACK Light Damage
Range 5. Attack 2.
Defender rolls one fewer defense die for each Energy Marker on this card. After attacking with this special attack, you may remove an Energy Marker from this card to attack again with this special attack.

FACTION = X.S.E./X-Factor
PUBLISHER = Marvel
SYMBOLS = Light Resistance, Stealth
This is a nifty design that conveys all her abilities pretty well to me given I don't know who she is really, but I do wonder if she's gonna be pushed up a few points by realistically being an 8 life figure where 4 of those lives are protected by a dice-roll Ignore Attack ability
 
This is a nifty design that conveys all her abilities pretty well to me given I don't know who she is really, but I do wonder if she's gonna be pushed up a few points by realistically being an 8 life figure where 4 of those lives are protected by a dice-roll Ignore Attack ability
Yeah, that wouldn't surprise me, but there are at least are a few levers that can be pulled to make that less of an issue; mainly, I would be ok lowering the life and/or defense by one and even raising the d20 check up to maybe 16. As long as she ends up about in the range I listed costwise, maybe a little more expensive, I'll be happy. I'm really gunning to have her wind up in an 800 cost X.S.E. when all is said and done. Thanks for the feedback.
 
Spooky! Both thematically and mechanically - increased efficiency for Walkers is scary.
For sure. Second power can be dropped if Lurkers are converted. Could see a Beta design for a little more juice.
Toying with a Burner idea, which are a variant from Daryl Dixon spin-off.
Though a variant story card could work as well.
 
prey-blogroll2-1659314659086.jpg


NAME = PREDATOR

SPECIES = YAUTJA
UNIQUENESS = UNCOMMON HERO
CLASS = HUNTER
PERSONALITY = RELENTLESS

SIZE/HEIGHT = MEDIUM 6

LIFE = 5

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

YAUTJA CLOAKING DEVICE

Predator may move through all characters. While not on aquatic terrain, it is never in clear sight of enemies.

TRI-BOLT GUN SPECIAL ATTACK
Range 5. Attack 2, 4, or 6.
Start this attack action with 6 attack dice in a dice pool. Attack with 2, 4, or 6 attack dice until all dice in the dice pool have been rolled. You may not attack the same figure more than once and you may re-roll one die per attack. Tri-Bolt Gun Special Attack may only be used once per round.

RAZOR SHIELD
Predator has +1 block when defending. When Predator defends against an adjacent figure, if at least one skull is rolled, the attacker receives one wound.

FACTION =
PUBLISHER = DARK HORSE
KEYWORDS =
SYMBOLS = STEALTH
 
Forgot to mention before, but I might just limit all of Razor Shield to adjacent attacks? I think it scans a bit weird to have two different ranged defensive powers personally.

Anyways, since I find it funny to post a dude from a secret society in public:

Nightwing_Vol_3_8_Textless.jpg


NAME = TALON
SECRET IDENTITY = WILLIAM COBB

SPECIES = ZOMBIE
UNIQUENESS = UNIQUE HERO
CLASS = ASSASSIN
PERSONALITY = RELENTLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 3

MOVE = 6
RANGE = 3
ATTACK = 4
DEFENSE = 3

POINTS = 240

THE COURT HAS SENTENCED YOU

During setup, choose 1 enemy Unique or Event Hero to be Talon's Target. At the start of the round, if Talon is on the battlefield and not engaged, you may place Talon on this card. During cleanup, if Talon is on this card and not defeated, you may place him within 4 spaces of his Target.

DOUBLE ATTACK
Talon may attack twice per normal attack action.

SHOCKING LETHALITY
At the end of any turn, if Talon was not activated that turn, any figure that took 1+ wounds from Talon that turn takes 1 wound.

ACROBATIC MASTERY
Talon avoids falling damage. If Talon has 1+ shields when defending, he avoids the attack. After combat, Talon may maneuver 1 space for each shield he has, ignoring elevation changes up to 6 levels.

FACTION = COURT OF OWLS
PUBLISHER = DC
KEYWORDS = Undead
SYMBOLS = COLD WEAKNESS, STEALTH
 
Might be cool if he ignored Stealth so he could get a bit more use out of Shocking Lethality.

I could see it.

Should point out the primary use of the power is that the Court gives move actions and attack actions but doesn't give activations, so it pushes him to them. But he is also meant to be somewhat of a lockdown man.
 
Back
Top