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Public Design Workshop

Misery (Loves Company)
Unique Spell

After receiving any number of wounds without being destroyed by a figure within 5 clear sight spaces, roll X unlockable attack die against that figure. X is equal to the amount of wounds received.

25 Points
 
Misery (Loves Company)
Unique Spell

After receiving any number of wounds without being destroyed by a figure within 5 clear sight spaces, roll X unlockable attack dice against that figure. X is equal to the amount of wounds received.

25 Points

One minor change.
 
I wouldn't be surprised if it came in at a lower price. Even when used optimally and waiting until your spell caster receives 3W from one attack and also surviving some how, it's only 1.5 W on average in return. Most times you'll end up using it vs. 1 or maybe 2 W attacks, resulting in many 0 or 1W effects. Some of the first batch of spells dealt 1W when used and only came in at 10 points. Since this one has a deterrent factor to it, along with a higher ceiling, I'd start out at 15 points or 20 points see what testing looks like.
 
Porting this guy over from the filler design contest thread.

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NAME = POLKA-DOT MAN
SECRET IDENTITY = ABNER KRILL

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MISFIT
PERSONALITY = OPPORTUNISTIC

SIZE/HEIGHT = MEDIUM 5

LIFE = 3

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

POINTS = 40-60

POLKA-DOT SUIT

Start the game with one black, one green, one red, and one yellow Polka-Dot Marker on this card. As long as there is at least one Polka-Dot Marker on this card, Polka-Dot Man may add 2 to his Range number and is considered to have the Flying special power.

POLKA-DOT PROJECTILE
At the beginning of Polka-Dot Man's turn, you may remove up to one Polka-Dot Marker from this card and choose a figure within 3 clear sight spaces of Polka-Dot Man. If you remove a:
  • Black Polka-Dot Marker, place the chosen figure on an empty space within 8 clear sight spaces of its original placement. A figure moved this way will not take leaving engagement attacks;
  • Green Polka-Dot Marker, roll one unblockable attack die against the chosen figure. Instead of attacking this turn, you may roll one additional unblockable attack die;
  • Red Polka-Dot Marker, move the chosen figure one space from its original placement and when attacking that figure this turn, add one automatic skull to whatever is rolled by Polka-Dot Man;
  • Yellow Polka-Dot Marker, for the rest of this player turn, the chosen figure may not roll for any leaving engagement attacks and rolls one less combat die when rolling for Defense.

Figure Modification Instructions

Spoiler Alert!
 
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Crossposting here now that I have it in a place I want it, because I think I may want to run this design down the road.

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NAME = Venom (Ultimate Spider-Man)
SECRET IDENTITY = Eddie Brock (Crossover Symbol)

SPECIES = Symbiote
UNIQUENESS = Unique Hero
CLASS = Tormentor
PERSONALITY = Relentless

SIZE/HEIGHT = Large 6

LIFE = 6

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

POINTS = 210

A NEED TO FEED
After attacking a figure that is not an [not robots or androids or DOs], if Venom inflicts at least one wound, remove a Wound Marker from this card. Otherwise, roll an unblockable attack die against Venom.

SYMBIOTIC ENTANGLEMENT
If no enemy figure is considered Entangled by Venom, when Venom becomes engaged with an enemy figure, and that enemy figure is small or medium, you may have that enemy figure be considered Entangled. An Entangled figure cannot move or be moved by any special power on any Army Card or glyph. A Entangled figure rolls 1 fewer attack and defense die for each revealed Order Marker on this card. If Venom moves into a space that is not adjacent to an enemy figure that is Entangled, that figure stops being Entangled immediately.

GREAT LEAP 30
Instead of his normal move, Venom may move up to 6 spaces with Great Leap. When moving with Great Leap, Venom has the Flying special power, but may not move up or down more than 30 levels in a single leap, and will not take any leaving engagement attacks. Venom rolls 3 fewer attack dice on any turn that he chooses to Great Leap.
 
High points:
- Marvel Sorceress
- Heavy themes with undead, summoning armies, and the underworld
- tangled with Doom and the avengers on a few occasions
- strong mind control powers, has taken over peoples bodies from across time/space

I feel like the undead faction could use this, she is pretty versatile and has persistent utility

Spoiler Alert!
 
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Being able to take turns with 2 undead figures every order marker might be too much. If I'm getting turns with Frankenstein(320) and Solomon Grundy(290 or 355) every round, that's pretty strong. Maybe allow it once around by tying and X-marker to it? Other order markers could just be any 1 undead figure, or even her and an undead figure.

Subjugation and Possession are pretty neat powers.
 
Updates in place to address! Definitely agree after some analysis. Discord helped me shift some things around.
 
What if you did a like Black deck MTG style thing and got X turns where X is your destroyed Undead Uniques in your army, up to a max of 2 or something.
 
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NAME = ATLANTIS ATTACKS

POINTS = ???

STORY PROLOGUE =

- All figures in your army are Atlanteans, or at least one figure in your army is an Atlantean King or Atlantean Warrior.

STORY SETUP =

STORY RULES =

TSUNAMI

Once per game, at the end of any round after the first, roll an unblockable attack die against all figures on the battlefield that are not Atlantean. Then, move all figures that are not Huge up to 4 spaces. All figures must be moved in the same direction. Moved figures will not take leaving engagement attacks.

MAJOR FLOODING
For the next two rounds after using Tsunami all spaces on the battlefield on level X or lower are considered water spaces instead of their normal terrain types. X is the number of the round you used Tsunami.
 
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Pretty cool idea! I'd maybe add this in?

MASSIVE CRASHING WAVE
Once per game, at the end of any round after the first, roll an unblockable attack die against all figures on the battlefield that are not Atlantean or have the Water Strength special power. Then, move all figures that are not Huge up to 4 spaces. All figures must be moved in the same direction. Moved figures will not take leaving engagement attacks.


Afterthought: Could it not be called Tsunami instead?
 
Tsunami is probably a better name.

And yeah, I'll save this for 2.0, where there might be some sort of Aquatic tag or whatever the word is, so Hydro Man wouldn't be hurt.
 
That’s really sweet!

I might do something like “if all figures in your army are Atlanteans or if at least one figure in your army is an Atlantean King or Atlantean Warrior.” Just gives you a few more play options, but with all the Aquamen and Namors now, it’s not a big deal either way.

We’re getting a few quality of life updates in 2.0 that I think will make this design feel even cooler, yeah.
 
I've been bingeing the Child's Play franchise to refresh my memory before I watch the show, while I'm sick. And I thought I'd throw something together for the best character in the series, and it inspired some other designs, to really flesh out the cult. The Crossover symbols are solely functional btw. Couldn't think of an easier way to make the split soul thing work tbh.

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NAME = TIFFANY VALENTINE (crossover symbol)

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = SLASHER
PERSONALITY = INSANE
SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 3

POINTS = 100???

MAIL ORDER MURDER
At the start of the game, or whenever a Doll Slasher Hero you control is destroyed, you may place that figure on this card, and remove up to 2 wounds from that figure. Instead of taking a turn with this figure, you may place a Doll Slasher figure from this card on any unoccupied space on the battlefield within 3 clear sight spaces of an opponent's figure.

IMPROVISED KILL
Whenever Tiffany attacks a figure she was not engaged with at the start of her turn, or if she is adjacent to a destructible object, add one automatic skull to whatever is rolled.


220px-Tiffany_bride_of_chucky.jpg


NAME = TIFFANY VALENTINE

SPECIES = DOLL
UNIQUENESS = UNIQUE HERO
CLASS = SLASHER
PERSONALITY = INSANE
SIZE/HEIGHT = SMALL 3

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

POINTS = 75???

BARBIE MODE
After moving a figure you control that started its movement adjacent to Tiffany, you may place Tiffany on any empty space adjacent to that figure. Tiffany is never attacked when leaving engagements. If Tiffany has not attacked or inflicted a wound on an enemy figure yet this game, and is not the only figure you control on the battlefield, she cannot be targeted by an enemy figure for attacks or special powers and does not prevent figures engaged with her from attacking non-adjacent figures.

IMPROVISED KILL
Whenever Tiffany attacks a figure she was not engaged with at the start of her turn, or if she is adjacent to a destructible object, add one automatic skull to whatever is rolled.


Nica-and-the-Cult-of-Chucky.jpg


NAME = CHUCKY (crossover symbol)
SECRET IDENTITY = CHARLES LEE RAY

SPECIES = DOLL
UNIQUENESS = UNIQUE HERO
CLASS = SLASHER
PERSONALITY = INSANE
SIZE/HEIGHT = SMALL 3

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

POINTS = ??

BARBIE MODE
After moving a figure you control that started its movement adjacent to Chucky, you may place Chucky on any empty space adjacent to that figure. Chucky is never attacked when leaving engagements. If Chucky has not attacked or inflicted a wound on an enemy figure yet this game, and is not the only figure you control on the battlefield, he cannot be targeted by an enemy figure for attacks or special powers and does not prevent figures engaged with him from attacking non-adjacent figures.

CULT OF CHUCKY
Whenever a figure is destroyed, if a Slasher you control is adjacent to that figure, you may roll a 20 sided die. If you roll a 17 or higher, you may place a previously destroyed Doll hero you control on the space previously occupied by the destroyed figure, and remove 2 wounds from that Doll's card.
 
New Map I'm working on: Atlantis Invasion Site

Theme is supposed to have the look of a post Tidal Wave attack and Invasion by Atlanteans. What's left are ruins, uprooted trees, destroyed roads and maybe a couple of weapons left behind by the enemy.

I have played a couple of games on it so far and it seems balanced. The two glyphs that I'm planning on running are: The Glyph of Mystic Ocean Trident and the Gift of Atlantis Glyph.

Looking for feedback on things I may have over looked. Also I haven't been able to figure out if I need to put something else on the high ground area behind the warehouse ruin, so if you have an idea let me know.

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That looks awesome, captured your theme great I think. I like how the fallen trees are arranged, seems to even out the places I would think about walking.

The high ground is a bit bare but I'm not sure what youd put there. Propane tank maybe?
 
That looks awesome, captured your theme great I think. I like how the fallen trees are arranged, seems to even out the places I would think about walking.

The high ground is a bit bare but I'm not sure what youd put there. Propane tank maybe?

Interestingly enough I had a Propane Tank there but the other people I was playing with didn't like it there.
 
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