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First up, the second to last member of our Injustice League Dark lineup. While Circe here will likely not be your main damage dealer, but that's because she's very intentionally designed to manipulate your opponents force from the shadows while buffing her allies. Circe will serve your team well. Both in a leadership and support role.
Anyone who knows me irl knows how huge a fan of the JSA I am. One member in particular (but we'll talk about him at #043). That said, there's a reason I have a replica of the Helmet of Fate. I love Dr. Fate! Kent Nelson especially, but I do still enjoy Hector Hall's time with the helm. The tricky part was designing two unique Fates, as both had their own approach to their time carrying the title.
I decided Hector was going to be a far more combat oriented dial of the two. Hector typically jumped into a fight much faster than Nelson, so his dial is about getting into the fight as quickly as possible. His version of the Helmet is also all about granting even more ways to deal damage to your opponent's force. Kent's dial on the other hand is all about support. TK to move allies around, extra support through empower and enhancement, and plenty of ways to reroll dice through the Helmet of Fate. That doesn't mean he doesn't have any teeth though. By the end of his dial, Kent Nelson holds nothing back to deal as much damage as possible.
#035 Unique John Constantine
Team: Mystics
Range: 5
Points: 75
Keywords: Justice League, Justice League Dark, Mystical, Trenchcoat Brigade
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WAR IN HEAVEN AND HELL FOR HIS SOUL: When John Constantine would be given a second action token, deal him one unavoidable damage. // When John Constantine would be KO'd, unless he is the last character on your force, instead he remains on his last click -or- he is KO'd but his controlling player earns his points instead of the attacking player (the attacking player decides which). NEVER PROMISED A FAIR DEAL: Characters within range and line of fire can use any standard damage power that John Constantine can currently use, but take one unavoidable damage for each use when doing so. MORE TALENTED THAN HE LETS ON: Outwit, Perplex, Probability Control.
#036 Jason Blood
Team: Mystics
Range: 6
Points: 100
Keywords: Justice League, Justice League Dark, Monster, Mystical, Past
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Role Tag: Captain HUNDREDS OF YEARS OF EXPERIENCE...: Damage dealt by the Mystics team ability by Jason Blood and Friendly Sidekicks is unavoidable. Increase the damage dealt +1 if the attacking character has the Mystical or Monster Keyword or the Mystics team ability. ...AND SO MUCH MORE THAN JUST THE DEMON'S OTHER: STOP. FREE: Choose a standard Movement, Attack, Defense, and Damage power. Jason Blood can use the Chosen powers until the start of your next turn. PROTECTED: Outwit.
Woo! More designer notes! These two were both dials I was really excited to build.
Constantine may come first numerically, but I want to talk about Jason Blood first since his dial is a little more straight forward. The general idea here was that I wanted to make a dial for Jason that wasn't tied to the Demon at all. I love Etrigan, but I love Jason just as much and feel he's gotten the shorter end of the stick in clix. So no Etrigan in this set, but we've still got a Jason so that's got to count for something right? Essentially, just by having him on your team, any mystical sidekicks you have are suddenly much scarier to deal with. Beyond making Mystics a far scarier team ability, Blood is meant to be a damage focused piece. Get into some hindering and light up your opponent with some Stealthed Pentetraing RCE. End dial he has two stop clicks to work with where you're essentially able to build a click for exactly what you need. Want some last minute damage? Go for it. Think you have time to Regen? Why not? Looking to stave off the end with some Steal Energy? Of course!
Constantine, rhymes with fine (yes I will die on this hill it's been repeated over and over in the comics) was one of those dials that I knew exactly how to build as soon as I got to him. Dangerous Habits is a classic, and one I wanted to try and build around for my take on Johnny. Constantine really isn't intended to be your big damaging character, because that wasn't at all what he was originally created to be. He's supposed to be the repeated thorn in your opponent's side. 75 points may seem like a lot for that dial (especially since it's been over a year since I designed it), but that's very intentional. Your opponent doesn't get his points. In casual play, that may not be that big of a deal, but if you're playing a game where the points matter? It might at least make an opponent hesitate. Not to mention the possibility of allowing them access to the Holy Trinity of damage powers. For a price. This was such a fun dial to make, and, even if I think I've done better work in and out of this set since making this dial, this might be one of my favorites.
Dang, how did I miss that Nightshade? She's one of my favorite members of Suicide Squad, and I've always been tempted to read Shadowpact because of hers. Your dial is very classy, flavorful, and accurate. I'd love to use it sometime.
Also, no lie, this morning, I handed my phone over to my partner and said, "Look, it's the best Constantine I've ever seen." She very much agreed. The dial feels perfect for Constantine -a mage who always has another card up his sleeve and another way of screwing over whoever is after his soul this time.
Dang, how did I miss that Nightshade? She's one of my favorite members of Suicide Squad, and I've always been tempted to read Shadowpact because of hers. Your dial is very classy, flavorful, and accurate. I'd love to use it sometime.
Also, no lie, this morning, I handed my phone over to my partner and said, "Look, it's the best Constantine I've ever seen." She very much agreed. The dial feels perfect for Constantine -a mage who always has another card up his sleeve and another way of screwing over whoever is after his soul this time.
Haha, I did kind of sneak her in there right before I let this set sit on its long break. I'm glad her dial works for you! I had a strong idea of what to do with her, but like I said in the commentary, for the life of me I couldn't come up with anything that hadn't been done before! In the end I decided to focus all in on that board control. I also really enjoyed her time on the Suicide Squad, so I really wanted to be sure I did her justice!
Well thank you so much to both of you! Like I said, this might just be one of my favorite dials that I've made (but then I've got a few others still up my sleeve for this set that I'm particularly proud of). Of course, it helps that Constantine has been a long time favorite of mine. I just love his character beat of can't ever lose but never really wins either. It makes the moments where things seem awful almost seem deserved, but it also makes the rare moments where things go right feel that much better. Definitely a character on my "if I ever got to write a comic" shortlist.
Unique Deadman
Real Name: Boston Brand
Team: Mystics
Range: 0
Points: 50
Keywords: Justice League, Justice League Dark, Mystical, Sentinels of Magic, Seven Soldiers
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I NEVER CARED ABOUT LIFE UNTIL I LOST IT: CLOSE: Make a close attack that deals no damage targeting an adjacent opposing character. On a hit, place Deadman on the hit character's card. That character is now possessed. NOW I'LL DO ANYTHING TO PROTECT IT: Possessed characters are friendly to your force as long as Deadman remains on their card. When that character would be dealt damage, instead deal Deadman damage equal to the amount they would have taken. If Deadman takes 3 or more damage in a turn or the possessed character is hit by Pulse Wave, after resolutions place him into an unoccupied square. SAFEGUARD: Pulse Wave.
Last edited by Superherojhn; 07/18/2022 at 10:09..
Role Tag: Captain GRANTED HEAVEN'S ARMIES: Leadership. Adjacent friendly sidekicks may replace their defense value with Zauriel's. Sidekicks with the Heavenly Host keyword do not have to be adjacent. ARMED WITH MICHAEL'S SPEAR: Giant Reach: 2. Blades/Claws/Fangs, but instead roll 2d6 and use only the highest result. If both results are a 6, damage dealt cannot be reduced or transferred to other characters.
Last edited by Superherojhn; 07/18/2022 at 10:11..
#035 Unique John Constantine
Team: Mystics
Range: 5
Points: 75
Keywords: Justice League, Justice League Dark, Mystical, Trenchcoat Brigade
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WAR IN HEAVEN AND HELL FOR HIS SOUL: When John Constantine would be given a second action token, deal him one unavoidable damage. // When John Constantine would be KO'd, unless he is the last character on your force, instead he remains on his last click -or- he is KO'd but his controlling player earns his points instead of the attacking player (the attacking player decides which). NEVER PROMISED A FAIR DEAL: Characters within range and line of fire can use any standard damage power that John Constantine can currently use, but take one unavoidable damage for each use when doing so. MORE TALENTED THAN HE LETS ON: Outwit, Perplex, Probability Control.
One of my favorite characters! Great representation!
One of my favorite characters! Great representation!
Thanks so much! I'm glad you like him! The hardest part was trying to balance out his dial so your opponent would have to hesitate even just a little before finally deciding to pull the trigger and take him out.
#040 Nightmaster
Real Name: Jim Rook
Team: Mystics
Range: 0
Points: 50
Keywords: Mystical, Shadowpact
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PROTECTOR OF MYRRA: Nightmaster may begin the game with [JLD] #s004 Sword of Night equipped (at no cost). ...AND PROPRIETOR OF THE OBLIVION BAR: POWER: Heal all adjacent friendly characters 1 click or remove an action token from all adjacent friendly characters. If all adjacent friendly characters have the Shadowpact keyword, instead do both.
#s004 Sword of Night 15 Points EQUIP: Any UNEQUIP: Drop EFFECT: Blades/Claws/Fangs but deals penetrating damage to characters with the Monster or Mystical Keyword or the Mystics Team Ability. // If the equipped character can already use Blades/Claws/Fangs or is named Nightmaster, increase the result of the roll +1.
#041 Black Alice
Real Name: Lori Zechlin
Team: Mystics
Range: 0
Points: 40
Keywords: Mystical, Secret Six, Shadowpact
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ONLY SIX OF US?: Stealth, but only if your force has three or more characters. Improved Targeting: Ignores Hindering Terrain, but only if your force has five or more characters. Modify all combat values +1, but only if your force has exactly six characters. MAGICAL USURPATION: At the beginning of your turn, you may choose a character within 4 squares and line of fire and up to 2 standard powers that character can use. Black Alice gains the chosen powers and can use the chosen character's printed range value until the start of your next turn. The chosen character cannot use the selected powers until the start of your next turn.
Alright, figured I'd go ahead and post the dials for the day and just lump in Deadman and Zauriel's commentary in the same post.
Deadman was honestly a really fun one to dial. I knew I wanted the main focus of his dial to be possession, but I just wasn't quite sure how to do it. Especially since I obviously didn't want to just copy what's already been done before. In the end, I think the traits I came up with get the job done.
Zauriel is really intended first and foremost to be a leader for your Angel generics. That said, I still wanted to give him plenty of teeth so that he's not just shoved into one specific role on any given team. He's really meant to just be a straight forward damaging piece.
Finally, Detective Chimp has his sword. Really the intention with all of these objects are that they're plenty useful to just about any figure, but the objects signature wielder gets a specific boon from it. In Jim's case, the absolute worst he can end up with is a 2, so there's never any reason to not go for those rolls. He also offers some solid support by healing friendly characters or removing their tokens.
Black Alice was a tricky one since I really don't know much about her character, but, since she was one of the few requests I received for this set, I did the best I could! Her ability is to steal the magical abilities of those around her, so that's (more or less) what she does here. It's almost like a super Outwit that gets around Protected: Outwit. Seeing as she was also part of the Secret Six for a time, I also gave her the signature shared trait of the Secret Six from back in the Harley Quinn and the Gotham Girls set.
BURGEONING MALEVOLENCE: POWER: Choose a character in a KO area that haven't been chosen for this effect this game. Place the chosen character on this game's starting line into an adjacent square with a Decayed token. This game that character gains the Zombie Horde Keyword and is friendly to your force. // Characters with a Decayed token are ko'd the first time they would take damage. WHICH PATH WILL SHE CHOOSE?: The first time each game that Pia Morales would be ko'd, instead turn her to her last click and choose one: Heal all friendly characters 1 click and remove up to one Decayed token from all friendly characters -or- Turn Pia Morales to click #8. UNCONTROLLED LIFE AND DEATH IS JUST A TUMOR. I AM CONTROL.: Power Cosmic Team Ability. Penetrating/Psychic Blast, Range:6, :target::target:.
Last edited by Superherojhn; 07/22/2022 at 09:13..