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#ss040 Unique Mad Hatter
Real Name: Jervis Tetch
Team: Batman Enemy
Range: 0
Points: 50
Keywords: Arkham Asylum, Gotham City Underworld, Scientist, Secret Six
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Hypnotic Haberdashery: Mad Hatter can use Mind Control, but only as a close action. When he does, attach the Enthralled marker to a hit target, removing it from anywhere else. Characters with an Enthralled marker are friendly to your force and opposing to your opponent's force. When a character with the Enthralled marker is hit with a close attack remove the Enthralled marker.
I'm Late. I'm Late. I'm Late For An Important Date
Time For Tea! Thinking Cap: Mad Hatter and adjacent friendly characters cannot be targeted by Mind Control. Mad Hatter can use Mastermind to transfer damage to a character with the Enthralled marker, regardless of point value.
I Want A Clean Cup
We're All Words On A Page. I Thought You Ought To Know.
You Mean You Can’t Take Less. it’s Very Easy To Take More Than Nothing. Why Is A Raven Like A Writing Desk?
Last edited by Baron Impossible; 07/03/2017 at 00:25..
I mean, it's actually really fitting for Jervis, but just...holy crap!
Yes, sir. Some hefty teeth there. I was very mindful of the potency in this, so I included the proviso of being able to knock the hat off to end the effect. I also put a limit on the scope by putting the silver ring around him (as he certainly earned unique status) and fortunately the clixfx mechanic already has built-in safeguard to only allow 1 marker in effect at a time, so Jervis will just be passing the hat around (hat puns are very easy to make).
He also has fittingly low stats, albeit batman enemy helps the attack, but his ta, close only mc and limited mm as his only defense will keep him in the fight as well. All these things were intended to add up to a potent, but balanced, fun experience that elevates Jervis more than we've seen before
Enthrall marker is great (little sad because I have an almost exact duplicate of this power for a character I'm designing for a new set I'm working on. Now I will have to change it.) I was concerned with the mastermind power. I thought it should be whenever they are dealt damage remove the marker, but I think with the new wording of mastermind coming out later this year, it will be fine.
Baby Mama - nice. She is potent. The venom marker will make this a 50 pts well spent. Her 25 pts dial is rockin' too.
Cheshire
I designed her in an attempt to make her the ultimate poison piece, fittingly, loaded with all the powers that have synergy with poison, a simple and a clixfx mechanic that's like a second taste of it. Unfortunately, the new rules make her take quite a hit, but she'll still be good, just not as cutthroat
Couldn't resist the baby mama sc, it's a reoccurring tactic with her
Quote : Originally Posted by Renokhan
really like the layout of this dial. Savage is a great spin on the SS TA.
scandal
I wanted to keep her mostly simple, but with fun strategic implications. Converting her ss ta into a guaranteed reset should let you play her more recklessly, and the optional can REALLY change the game. This is why I designed knockout with her potent but compact dial. Those 3 clicks of hers are begging you to take her out, especially given their disproportionate oomf. Played right, knockout's sacrifice play will not only heal the rest of your team, it'll reset scandal and super charge her fury
Quote : Originally Posted by Renokhan
Enthrall marker is great (little sad because I have an almost exact duplicate of this power for a character I'm designing for a new set I'm working on. Now I will have to change it.) I was concerned with the mastermind power. I thought it should be whenever they are dealt damage remove the marker, but I think with the new wording of mastermind coming out later this year, it will be fine.
mad hatter
Yeah I saw his conditional mm as more of a deterent. Since he could only pass it to the enthralled, your opponent won't want to swing at him at all so long as one of his is hatted, so you'll likely give that guy the love tap you need to set him lose before going for the glass jaw of Jervis tetch
And I say go ahead with your design. I'm sure I'm not the first guy to come up with persistent mc, I just married it to clixfx (man, I love clixfx)
#ss058 Veteran Ragdoll and The Parademon
Real Name: Peter Merkel Jr, Unknown
Team: Suicide Squad
Range: 0
Points: 140/100/50
Keywords: Monster, Secret Six
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Apokolips Now Blaze of Glory: Ragdoll and The Parademon modify their attack value by +1 for each adjacent opposing character.
Preserved By Taxidermy
Collected Ten Motherbox Trophies
I Had Some Frightful Contortions Concocted Ping Ping Ping Ping: STOP. Ragdoll and The Parademon can use Quake. When this click is first revealed, deal 2 penetrating damage to all adjacent characters. Ragdoll and The Parademon cannot be healed passed this click for the remainder of the game.
Wednesday Is Hot Poker Day
Thank You, Granny, May I Have Another?
Contortionist I Don't Know Any Jokes: Ragdoll and The Parademon can use Plasticity and adjacent opposing characters ignore knockback. When a character misses Ragdoll and The Parademon with a close attack, after actions resolve give that character an action token.
Last edited by Baron Impossible; 07/03/2017 at 00:26..
#ss058 Veteran Ragdoll and The Parademon
Real Name: Peter Merkel Jr, Unknown
Team: Suicide Squad
Range: 0
Points: 140/100/50
Keywords: Monster, Secret Six
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Apokolips Now Blaze of Glory: Ragdoll and The Parademon modify their attack value by +1 for each adjacent opposing character.
Preserved By Taxidermy
Collected Ten Motherbox Trophies
I Had Some Frightful Contortions Concocted Ping Ping Ping Ping: STOP. Ragdoll and The Parademon can use Quake. When this click is first revealed, deal 2 penetrating damage to all adjacent characters. Ragdoll and The Parademon cannot be healed passed this click.
Wednesday Is Hot Poker Day
Thank You, Granny, May I Have Another?
Contortionist I Don't Know Any Jokes: Ragdoll and The Parademon can use Plasticity and adjacent opposing characters ignore knockback. When a character misses Ragdoll and The Parademon with a close attack, after actions resolve give that character an action token.
Yay, finally Been waiting for these designs and so far it's worth the wait (Mad Hatter is dope)
The DC75th Ragdoll and B&TB Parademon were always some of my favorite pieces to field back in the day (I loved the Secret Six story line) and this brings back all kinds of fond memories for me. I like all 3 Special Powers, but I think I like I Don't Know Any Jokes the best, especially its synergy with the 100 Point Starting Line. Being able to Quake your opponent's and yet they're still stuck adjacent to you is a great workaround for maintaining viability with all that Plasticity.
Well done, my friend. Looking forward to this week's designs as you close out the Set
Quote : Originally Posted by Batarang96
I really think Dark Knight is incapable of creating anything that does not involve 80's/90's pop culture in some way. It evokes both mirth and nostalgia in me.
Quote : Originally Posted by Sensualninja
Holy crap, I love all of this in every way a man could love something, is this thread single?
I really wish this were an upcoming set. I'm really impressed with how much variety and accuracy you've maintained despite such a limited range of point values.
Yes, sir. Some hefty teeth there. I was very mindful of the potency in this, so I included the proviso of being able to knock the hat off to end the effect. I also put a limit on the scope by putting the silver ring around him (as he certainly earned unique status) and fortunately the clixfx mechanic already has built-in safeguard to only allow 1 marker in effect at a time, so Jervis will just be passing the hat around (hat puns are very easy to make).
He also has fittingly low stats, albeit batman enemy helps the attack, but his ta, close only mc and limited mm as his only defense will keep him in the fight as well. All these things were intended to add up to a potent, but balanced, fun experience that elevates Jervis more than we've seen before
I'd revise so it ends if no other friendly figures are on the map as well. Otherwise it will end the game far too often for a 50 point figure even with low attack values. The new outwit takes away a lot of the oomph (since someone can counter his trait mind control) otherwise I would still think he is too powerful.
Yay, finally Been waiting for these designs and so far it's worth the wait (Mad Hatter is dope)
The DC75th Ragdoll and B&TB Parademon were always some of my favorite pieces to field back in the day (I loved the Secret Six story line) and this brings back all kinds of fond memories for me. I like all 3 Special Powers, but I think I like I Don't Know Any Jokes the best, especially its synergy with the 100 Point Starting Line. Being able to Quake your opponent's and yet they're still stuck adjacent to you is a great workaround for maintaining viability with all that Plasticity.
Well done, my friend. Looking forward to this week's designs as you close out the Set
i'm also fond of the dc75 secret six (as that was the last time they were a subtheme ), so when I embarked on making a of these 2 jokers, I was mindful of split/merge so that they're veteran cost would match the two of them together, while the experienced gives a nice sense of 2 50pters together and the rookie can give us 2 for 1 in a sampler portion.
the plasticity/quake combo is also the focus for this dial, and the anti-kb was the cleanest solution I could come up with for the conundrum, while also adding another layer to the representation of ragdoll's grip not letting them get kicked away under other circumstances. the sp was a late addition to better flesh out the breadth of the dial and make that quake focus even more potent as the yearns to be at the center of the battle, especially in anticipation of the big boom at the end
Quote : Originally Posted by jaysol
I would add "for the rest of the game" to the STOP power, since it could theoretically be "can't used" so that they could heal past it.
in that type of corner case, i'd say the opponent was asking for it in whatever shenanigans they were up to, but thanks, i'll put it in
Quote : Originally Posted by Owlman
I really wish this were an upcoming set. I'm really impressed with how much variety and accuracy you've maintained despite such a limited range of point values.
thanks, owlman, that was my challenge this go-'round, to try and strike a balance in disparate dials at the same cost. i'm quite pleased it's worked out and I really do hope many of these character get made or remade soon
Quote : Originally Posted by Braden
I'd revise so it ends if no other friendly figures are on the map as well. Otherwise it will end the game far too often for a 50 point figure even with low attack values. The new outwit takes away a lot of the oomph (since someone can counter his trait mind control) otherwise I would still think he is too powerful.
fair enough, but it would be no different than capture in that regard
Movement: Tiger In The Grass: █ World's Greatest Hunter: At the beginning of the game, attach the Prey marker to an opposing character. Opposing characters with the Prey marker attached can only breakaway from Catman on a roll of 6. Catman can use Charge. When he does, do not halve his movement value but he can only target the character with the Prey marker. King of The Jungle: Your force may include up to 3 Lioness bystander tokens as described on the back of this card by paying their costs. When an opposing character KO's a Lioness bystander, attach the Prey marker to them, removing it from anywhere else.
Predator Stalking Prey: Catman can use Stealth and Sidestep.
Blade Knuckles
Weapon of Choice On The Hunt: Catman can use Toughness and Willpower. When he is targeted by the character with the Prey marker, he can use Super Senses.
Pride
Cat's In The Cradle
I'm No Hero
Knife Expert
#ss037abt Lioness
Team: Batman Enemy
Range: 0
Points: 10
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Last edited by Baron Impossible; 07/03/2017 at 00:27..