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#023a Doctor Occult
Real Name: Richard Occult
Team: Justice Society, Mystics
Range: 6
Points: 75
Keywords: All-Star Squadron, Detective, Justice Society, Mystical, Sentinels of Magic, Trenchcoat Brigade
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Role Tag: Ally STOP THE PROBLEM AT ITS SOURCE: SIDELINE ACTIVE - UNIQUE MODIFIER - Friendly Captains and Sidekicks modify attack +1 when attacking 1+ characters with the Mystical keyword. A SHARED SOUL: FREE: If Doctor Occult began your turn on the map, replace him with another character with this trait on the same click number. THE GHOST DETECTIVE: Stealth, Shape Change, Outwit.
Design Notes: Well, I promised one last upload before I disappeared for a bit! These might not be the most exciting dials to go on hiatus with, but they're better than nothing! Doctor Occult was incredibly hard to make a dial for. Not because his powers are intensive or anything, but because it was so hard to come up with anything unique for him. He's about as cut and dry as a magic using detective can be. Then again, since I'm pretty sure he created that trope that's only fair. A lot of his utility is gonna depend on who your squad is facing and swapping back and forth with Rose to use her effects.
Also first appearance of the Trenchcoat Brigade keyword. Did it need to exist? No of course not, but I thought it was too goofy of an idea to pass up.
#023b Prime Mr. E
Real Name: Erik
Team: Mystics
Range: 6
Points: 85
Keywords: Mystics, Trenchcoat Brigade
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Role Tag: Captain DEVOTED TO AVERTING DISASTER: Mr. E may draw line of fire and count squares from squares occupied by friendly Sidekicks that share a keyword with him. VISIONS OF THE FUTURE: Probability Control. Mr. E may use it an additional number of times per turn equal to the number of action tokens he has.
Design Notes: Next up is Prime Mr. E. Something I really tried to do with this set is keep the Primes from being characters you would want to run together. No one wants a repeat of the poor Exiles or Squadron Supreme.
This dial is all about spreading that Probability Control all over the board. With repeat Probability Control, Shape Change, and Super Senses and the ability to use that Prob from anywhere on the board, with the right setup Mr. E is going to be a real nuisance.
Alright, I've had some time off, went on vacation, and classes are falling into a bit of a rhythm. So, it's back to making fantasy dials! Expect new dials again starting this weekend or early next week. I just wanted to go ahead and say this here since, now that life's a little more under control, I've got another (much smaller) project I'm working on that you can see here. It's a very different deal than what I'm doing here, so be warned I guess. Thanks for the patience while I took a short break and for holding out just a few more days for some new content!
#029 Bloodwynd
Real Name: (Unknown)
Team: Mystics
Range: 5
Points: 50
Keywords: Justice League, Justice League International, Mystical, Sentinels of Magic
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DEATH SENSE: Whenever a character is ko'd, place a Death marker in the last square they occupied. Probability Control, but only if Bloodwynd occupies a square with a Death marker. I WON'T REPEAT THEIR MISTAKE: Combat Reflexes, Super Senses. Increase the result of Bloodwynd's Super Senses rolls by 1 if he occupies a square with a Death marker.
Design Notes: To any Bloodwynd fans out there, why? I've only ever seen him being broody in the background of panels. I had to do some digging just to figure out what his powers were, and even then I'm still not sure. I know he's got some of the generic magical powers with something about seeing the dead. I did see he's also supposed to have at least some degree of super strength. Since this set is sorely lacking in close combat figures, I tried to hone in a bit on that.
#028 Raven
Real Name: Rachel Roth
Team: Mystics
Range: 6
Points: 100
Keywords: Demon Legion, Monster, Mystical, Sentinels of Magic, Teen Titans
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MY FATHER...OR MY FRIENDS: At the beginning of the game, choose Titans or Trigon. Raven gains the following for the rest of the game based on your choice:
Titans: Raven can use the Titans team ability. When Raven or an adjacent friendly character uses the Titans team ability, instead do not roll to take damage and heal both characters 1 click.
Trigon: When Raven deals damage with the Mystics team ability, increase the damage dealt by 1. Increase damage dealt by Raven to characters with the Mystical keyword or Mystics team ability by 1.
I MAKE THEIR PAIN MY OWN: Phasing/Teleport, Support. When Raven is given a MOVE action, after resolutions she may use Support as FREE, but only to target a character carried by her this turn.
Design Notes: This was an incredibly fun dial to make. I grew up on the 2003 Teen Titans series, and to this day it's what I think of when I think Teen Titans (still waiting for the day when Wizkids gives us that animated set). I really wanted to try to make as comprehensive of a Raven as I could. So, I made her top dial support heavy, her middle clicks damage heavy, and her last clicks annoying. I'm a little worried her Trigon options might be better than her Titans ones, but at least from a flavor and mechanic perspective I like what I landed on.
Last edited by Superherojhn; 06/25/2021 at 18:51..
Reason: Corrected keyword
#026 Sargon the Sorcerer
Real Name: Davit Sargon
Team: No Affiliation
Range: 4
Points: 50
Keywords: Mystical
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THE RUBY OF LIFE: Sargon the Sorcerer may start the game with [JLD] #s001 Ruby of Life equipped (at no cost). A LITTLE CANTRIP I'VE BEEN WORKING ON: FREE: Place Sargon the Sorcerer and up to two adjacent characters that share a keyword with him in separate adjacent unoccupied squares within his range. YOU'RE NOT THE ONLY ONE WHO'S GOTTEN BETTER: Outwit, Perplex, Probability Control.
#s001 Ruby of Life 15 Points EQUIP: Any UNEQUIP: Drop EFFECT: Penetrating/Psychic Blast, Telekinesis. // Equipped Characters gain the Mystics team ability and increase their range and by 1. If the equipped character's name contains "Sargon", increase both by 2 instead.
Design Notes: A lot of firsts with Davit here. We have our first special object, our first Elseworlds only character, and the first dial I made after getting back from my break.
So, anyone read Mystik U? It's not a perfect story by any means, but I really enjoy it. It was cool to see some of DC's magic users reimagined for this story and is how I was introduced to the character of Sargon the Sorcerer, and I really appreciate changing up the character to be a little less "White guy takes another group's techniques and masters it better than anyone else because he's just better" trope. Unfortunately for Davit, he never did much truly unique. Most of his feats throughout the comic don't stand out as truly unique for a magic user. He does have his moments though, and the Ruby of Life helped me to add a little more flavor.
#032 Unique Rose Psychic
Team: Mystics
Range: 5
Points: 75
Keywords: Mystical, Mystik U, Trenchcoat Brigade
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Role Tag: Captain A SPELL TO GAIN A NEW START: During force construction, friendly characters with the Mystical keyword gain the Mystik U keyword. Friendly characters with the Mystik U keyword that are lower points than Rose Psychic gain Role Tag: Sidekick. WE CAN HELP GUIDE THEM: Leadership. When she succeeds, Rose Psychic may instead remove a token from a friendly Sidekick within range. A SHARED SOUL: FREE: If Rose Psychic began your turn on the map, replace her with another character with this trait on the same click number. TEACHING THE NEXT GENERATION: Perplex, Probability Control, Support.
Design Notes: So, Rose is a character I know nothing about other than her appearance in Mystik U. She was a fun part of that as the headmaster of the university. In contrast with Richard who wanted to raise soldiers, Rose thought it was important to raise the students to fend for themselves and treat them as real students, so I really wanted to focus on that. Her dial is only as good as the "staff" and "students" she can recruit into Mystik U at the start of the game. Thankfully, there's a pretty wide selection for her to choose from.
#027 Papa Midnite
Real Name: Linton Midnite
Team: Injustice League,Mystics
Range: 5
Points: 65
Keywords: Injustice League Dark, Mystical, Zombie Horde
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ANYTHING YOU WANT...FOR A PRICE: Mastermind, Probability Control. Adjacent characters have FREE: Choose one: UNIQUE MODIFIER - Modify a combat value of one character + or -1 while Papa Midnite is on the map, counter a standard power on a single character while Papa Midnite is on the map, or roll a d6 and place it on this card. This d6 may be substituted for a d6 in any roll, but only once. // At the beginning of your next turn, deal 1 unavoidable damage to all characters that used this power.
Design Notes: I knew pretty much right away what I wanted from Midnite. A Mastermind figure best suited to hanging back. So why is he worth keeping alive at the risk of hurting his teammates? He's got some utility with top dial Leadership and plenty of Perplex and Probability Control, but the main draw, in my opinion, is his ability to cut deals. I hope I got all the wording right, but I might not have so let me know if I need to change it up. Essentially, you can cut some pretty potent deals, but if you do Papa Midnite is sure to take his cut.
#030 Floronic Man
Real Name: Jason Woodrue
Team: Injustice League
Range: 0
Points: 60
Keywords: Injustice Gang, Injustice League Dark, Mystical, Scientist, Secret Society of Super-Villains
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TRAVEL THROUGH THE GREEN: FREE: Place Floronic Man in an unoccupied square of Hindering terrain within line of sight. ATTACK YOU THROUGH THE GREEN: Incapacitate. POWER: Make a close attack that deals no damage targeting all opposing characters within four squares occupying Hindering terrain. Hit targets are given an action token. // When Floronic Man would give an opposing character an action token but can't, deal that character 1 unavoidable damage.
Design Notes: Here is probably the most straight forward dial of the Injustice League Dark. Woodrue hops around through Hindering terrain and is a general nuisance. I'm honestly probably selling him short with this dial, but other than guest appearances here and there, he's not really a character I'm all too familiar with. I did my best to do some research and it seems like his whole thing is never quite being as dead as he seems, and messing with people via plants (gonna just skip over the whole taking over Gotham by turning into weed thing). So, I made him a harasser piece with plenty of ways to disappear and heal up.
Sidenote: It was kind of unintentional, but on an Injustice League Dark team Woodrue is probably your safest bet for Papa Midnite's power. Take a few clicks from using his ability, and then hop over to some isolated hindering and heal it all back off.
#033 Nightshade
Real Name: Eve Eden
Team: Suicide Squad
Range: 5
Points: 50
Keywords: Mystical, Shadowpact, Suicide Squad
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LAST OF THE ROYAL LINE: Smoke Cloud. FREE: Choose one: Portals or Constructs.
Portals: Place any number of characters occupying a square of Hindering terrain generated by Nightshade into a different square generated by her. If the chosen square is occupied by another character, place that character in the square originally occupied by the character taking their place.
Constructs: Roll a d6. If the result is greater than or equal to the number of opposing characters occupying a hindering terrain marker placed by Nightshade, deal 1 damage to those characters and give them an action token.
Design Notes: This one was pretty difficult to come up with. Not because I didn't know what I wanted from her dial, but because Nightshade's most recent dial does pretty much everything I would have wanted mine to do! In the end though, I like what I landed on. A harasser piece with a ton of board control.
#038 Blue Devil
Real Name: Daniel Cassidy
Team: Mystics
Range: 5
Points: 75/50
Keywords: Celebrity, Demon Legion, Justice League, Justice League Dark, Monster, Mystical, Shadowpact
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Role Tag: Captain RELUCTANT RHYMER: Leadership. Friendly sidekicks have FREE: Roll a d6. 6: Remove an action token from an adjacent friendly character. TRIDENT OF LUCIFER: Blue Devil may start the game with [JLD] #s004 Trident of Lucifer equipped (at no cost). ANOTHER DEATH?: STOP. The first time each game this click is revealed, choose 1: Immediately roll a d6 and heal Blue Devil equal to half the result -or- deal him 1 unavoidable damage, and he gains Immune until the end of your next turn. THICK DEMON HIDE: Blue Devil can reduce all damage except unavoidable by 2.
#s004 Trident of Lucifer 15 Points EQUIP: Any UNEQUIP: Drop EFFECT: Penetrating/Psychic Blast, Energy Explosion. If the equipped character is named Blue Devil, he gains an additional while making ranged attacks. // Equipped Characters deal 1 penetrating damage to hit targets with the Mystical keyword after actions resolve. If the equipped character is named Blue Devil, he deals 2 instead.
Design Notes: Simple and to the point. On a Shadowpact team, Blue Devil is here to take some hits and dish some right back out. With traited Leadership he might take away some tokens, but mostly he's going to try and take some potshots before mixing it up in close quarters. The second half of his trait is definitely more situational, but with the right sidekicks could be pretty useful in out actioning the other team.
What's that? Superherojhn hasn't completely forsaken this set? I'm here to tell you no I haven't! I'm finally coming back to finish the very first set I ever started! The final batch of dials will start being updated pretty soon after this post.
A bit of a disclaimer though, I tried to keep dialing pretty consistent, but a year's worth of practice might make a bit of a divide between the pre and post hiatus dials. I have a handful of pre-hiatus dials saved up still, so it'll be a bit before we hit recently made dials. But just don't be surprised when we do hit those.
So with dial updates out of the way, how about a little mini update? Other than working on smaller scale projects on here, what all have I been up to? Well since the last post: I've graduated college, become a fully licensed history teacher, received the keys to my first classroom, and got engaged. So I've been a little busy, which is why I chose to focus on those smaller projects.
All this to say thanks to those who have been following this from the start's patience, and I can't wait to wrap this up!
#031 Circe
Team: Injustice League
Range: 7
Points: 100
Keywords: Deity, Injustice League, Injustice League Dark, Mystical, Ruler
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IMMORTAL MISTRESS OF MAGIC: When Circe is hit by an attack, deal the attacker 1 unavoidable damage. If the character has the Mystical keyword or team ability deal two instead. CIRCE'S BACK IN TOWN: Mind Control, Stealth. When Circe uses Mind Control, she may instead target all opposing characters within half her range regardless of line of fire. ANY REQUESTS?: Leadership, Perplex. When using Perplex, Circe may choose a keyword and then modify the same value on all characters within half her range and line of fire that share that keyword.
#034a Doctor Fate
Real Name: Hector Hall
Team: Justice Society
Range: 5
Points: 100
Keywords: Justice Society, Mystical, Sentinels of Magic
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INHERITED THE HELM OF FATE: Doctor Fate may begin the game with [JLD] #s002 Helmet of Fate equipped (at no cost). TELEPORTATION SPELL...WITH A KICK: Phasing/Teleport. When Doctor Fate is given a MOVE action, after resolutions, make a Ranged Attack. TRAINED BY THE JSA'S BEST: Toughness, Willpower. When this click is revealed, you may remove a [JLD] #s002 Helmet of Fate equipped to this card from the game. If you do, quit turning the dial.
#s002 Helmet of Fate 15 Points EQUIP: Any UNEQUIP: Drop EFFECT: Energy Explosion, Penetrating/Psychic Blast, Mystics Team Ability. // If the equipped character already possesses the Mystics team ability or their name includes “Fate,” damage dealt by this character through the Mystics Team Ability is unavoidable.
#034b Prime Doctor Fate
Real Name: Kent Nelson
Team: Justice Society, Mystics
Range: 6
Points: 135
Keywords: All-Star Squadron, Justice Society, Mystical, Past
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HELMET OF NABU: Doctor Fate may begin the game with [JLD] #s003 Helmet of Fate equipped (at no cost). TRAVERSING MYSTICAL DIMENSIONS: Phasing/Teleport. FREE: Place Doctor Fate and up to two minus the number of action tokens Doctor Fate has adjacent characters into adjacent unoccupied squares within 5 squares. HELMET AND HOST AS ONE: STOP. Energy Shield Deflection, Super Senses, Shape Change. Doctor Fate can use the Cosmic Energy team ability. Protected: Pulse Wave. EXPERIENCE SPANNING CENTURIES: Empower, Enhancement. FREE: Until the start of your next turn, adjacent friendly characters modify Attack +1. POWER: Until the start of your next turn, adjacent friendly characters modify Attack and Damage +1. DOUBLE POWER: All Friendly characters within 6 squares modify Attack and Damage +2.
#s003 Helmet of Fate 15 Points EQUIP: Any UNEQUIP: Drop EFFECT: Outwit, Perplex, Probability Control. If the equipped character already can use Probability Control or their name includes “Fate,” once per turn they may reroll one roll of any kind.