You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
If I read the Sea Captain's Crazed power right...how do you determine Victory Points when he's KO'd by pushing himself? And how do you attack him to KO him if the player whose turn it is always has him friendly?
Hmm... Well, you see... Damn it! Where were you when I came up with this stupid design? Oh well. I was trying for something outside the box...and failed. Let me think about a solution.
Seriously, thanks for catching that. I was trying to represent crazy and how he becomes his own worst enemy in a way. I made a change, now the active player rolls and on a 4-6 he joins their team. Hopefully this fixes the issue.
I didn't see it before the alteration, but I love what I see now. It very specifically recreates the story in dial form, and that's the kind of thing I love to see in these custom designs. Nothing else in Clix is quite like it, and I love that kind of stuff.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
I didn't see it before the alteration, but I love what I see now. It very specifically recreates the story in dial form, and that's the kind of thing I love to see in these custom designs. Nothing else in Clix is quite like it, and I love that kind of stuff.
Thank you for the feedback. That is exactly what I was going for. I agree, my favorite designs are one's that call back to the source material.
001 cosmic boy - a great choice to start the set. the teamwork has all the markings of a shared and i'm loving it. leaning into their swarm-heavy composition, this enables some of the extra lads and lasses to contribute to the team without killing your pool. and giving them a character-specific application has all the neat aspects that shared abilities should aspire to. man, in one alone i'm already hyped for this set and convinced you should be teaching a workshop on how to clix. the conditionally double tk is a neat way to move two dudes (or move a dude and himself to keep up ) or lay down some red-ringed cardboard smackdown. I dig it. rokk is leaning into his strengths with a consistent dial
004 nite owl - bold choice revisiting the watchmen, though given their reprisal I suspect we should see them again in clix sooner than later. I appreciate your emphasis on the golden oldies. excellent formatting, btw, with the imagery. supping up his charge is a nice flavor that makes that breakaway roll all the more necessary to gain the damage boost. the trim and slim dial has a lot of charm to it and emphasizes their role in the story as truly guys with guts in tights
011 hooded justice - yikes. that , I mean it's spot on, but oof. too soon? loads of flavor on that and helps keep his cost down. I like the end dial teeth*coupled with the plasticity. too dangerous and too annoying not to have to take down
bcf pun
037 captain metropolis - this guy has such a great name. and a great look. if they ever did a dc exiles, i'd love for him to be on the crew. neat way to represent wealth as a game mechanic. the effect feels on point in both aspects. making the vehicles is shades of dynamic duo in such a bargain price. he knows what he wants to be, and he's bringing it to a tee. the 3 different types are neat and give you a legitimate choice amongst them. I like how the more obvious easy pick has the least passengers, but the coolest bit is the absolute bwahaha! of the "it's a boat"
014 dollar bill - another spot on character death capture in clix, the penalty makes an already cheap tie up insanely cheap but no less effective at his role.
007 comedian - the joke has some neat aspects to it. I like that there's benefits no matter who died, but there are different effects. the dial has lots of aggression built into it, and is beefier than his cohorts. but the neatest bit is human shields. the conditional mm is SO flavorful. it's my kinda jam
020 silhouette - the twin guns effect is as cool as it's streamlined. the added bonuses for double tapping is a wonderful way to give her teeth without undoing the option of twin targeting which spreads more damage about. I like the dial's aesthetics, too, neat layout
018 silk spectre - the Laurence pog is brilliant. the stealth, before I even looked at the sp, was already such a wonderful way to highlight how unhighlightable he was. the friendly pc fits the flavor quite well. lots of limited things in here, it shows restraint. whereas most people toss SPs on to spruce things up (*sheepishly raises hand*), you've managed to tone things down, putting a lot more of the character in the limitations. it reminds me a lot of old school comics where the character's personality came from their specific weaknesses as much as their strengths
041 mothman - this dial is so good. so seriously good. everything I said above about sally jupiter, but more so here. the glider feels earned and not easy. the bomb drops feels like the strafe run you've made it into, and not easy. what could easily be just flavor text, is instead crafted into the defining fun of the dial because of the limitations that require you to set up for them. oh, and self-medication? so cool. I may need to steel that for a starman I design
002 saturn girl - did you give her ed flight to get around the legion taxi problem? clever duck . when the game first started, even before we got any legion clix, we had the ta and I thought it was weird that they were wildcards. I always thought they should have l/c as their ta to affect their flight rings, but here we are, 17 years deep into wildcarding legionnaires. imra's teamwork is pure passive but more team friendly in it. while a small effect, it can be a huge impact and fits her so well. so anyway, WHOA! that sp is legit! getting a big boost to action pool is amazegreat, and a what a cool execution of linking "soft" mc to pool boosting. man is that sweet. and of all things it really emphasizes board control and placement, setting up your opponents and then boosting your action pool so jo, lar and brin can knock them down
023 magno lad - great last supper of evil! art there. great way to kick of the lsv who are WOEFULLY untapped. I appreciate magno lad's careful loincloth extension while in hitler youth pose. man is it all about the magno ball on braal. who hasn't been a champ? magno lad is well distinguished from cos in that his brand of magnetism is more tricky and violent whereas cos is all about helping his team. good distinction in personalities with their respective applications of the same power. I also like that the object is KO'd after resolutions. good call
024 lazon - nice lightspeeder, here. I really enjoy the give and take in the options. things like that make options, well, worth picking. it changes the dynamic a lot more of how the character acts that turn. the lsv are coming together quite nicely
025 esper lass - I really want her made, though I feel that's a longshot. we barely get any lsv to begin with, and her similarities to Saturn queen put poor esper on the backburner. but instead of the backburner you've made her the backbone of the team with her ubiquitous team perplex. that'll really polish the lsv to step up as the threat they should be. that and her outwit and the will provide tons of team support before she ever rolls dice. I also like the attack spike on the experienced dial when she loses her tricks and gets nasty
013a atomic knight - this is why we're friends . I LOVE that they can bring their own steeds. and I love even more that the steed doesn't have charge. it facilitates charge. there's so much charm to that. the ed precision strike protection will be a grand defense, and making them generic is a cool way to get the gang all in. I love silver age squads and while it's unrealistic to expect to get them all clixed (shoutout to origins blackhawks making a decent go at it, though), there are ways around it to get them in
013b atomic knight - given the set name, I was expecting the batman atomic knight. i'm quite glad to get post-crisis gardner who is woefully lacking from outsiders teams. the theme team conditional ta is a great balance against he wildcard option as it enables him to get the otherwise uncopiable ta. very nice work around. the experienced prime has all the tools to laugh at pw, and most range attacks for that matter. he'll make a survivable (fittingly) attacker. the rookie prime is, interestingly, a vanilla prime. I appreciate that his primeness is basically just being undercosted . just giving us a hefty vanilla (vanilla concentrate?) dial as a prime is an interesting experiment
028 pig iron - great splash page of the zoo crew. gets me ready to dive into the subtheme, great idea there. i'm surprised they haven't shown up yet, tbh. they scream a fantastic chase theme imho (that's how I employed them in my elseworld's set). OH MY GOODNESS! the is soooooo cool. i'm geeking out on this mechanic. this is a perfect way to handle metabolic issues in game. tying it to token clearing is pure genius. pure genius. beyond that, pig's a sturdy brick with fair values for the cost. I particularly appreciate the scuttled attack paired with cce. nice design
008 yankee poodle - I always appreciated her design, the different hands capable of a different affect, complete with different visual effect to highlight it. really nice design, she's got the push and pull mechanics well, and I like the nigh-full dial of spreading the two powers down her dial.
017 alley kay abra - the two effects of her feet-first landing are both fun and far from overpowered, but round her well. do no longer have protection from fall damage? I didn't find it in the book. the PaP nicely opens up her track to rep her martial arts skills which are unexpected on a support/range piece as she can always nab rce when not based. dig the p/t flavor text
044 fastback - that's really cool "shifting focus" , enabling him to shell it up and essentially tap out of the fight for a turn. it'll be a huge gain when he's resting and I appreciate that you have to pick it at the beginning of the turn so it can't be abused every turn. I kinda wish he didn't have any toughness to further highlight the choice, but that would take away from his ram resistance. i like that the experienced version has a different tactical take to start. more fun give and take in his sc.
003 lightning lad - the differing options of the sp is a cool way to get some combat options under his belt. what could easily be one-note character now has different electrical arsenal to pull out depending on the opposition. this is subtly continued in his experienced dial pairing rce and ee. he can rs and hit a swarm, or he can stick and shoot a chunky lad with his "most powerful bolts," highlighted a bit more with the rs/ss pattern. I really like that
Thank you again for resurrecting a thread of mine to provide feedback. It really is appreciated. I felt like this thread didn't get the hits some of my other's had.
Quote : Originally Posted by Baron Impossible
001 cosmic boy - alone i'm already hyped for this set and convinced you should be teaching a workshop on how to clix. the conditionally double tk is a neat way to move two dudes (or move a dude and himself to keep up ) or lay down some red-ringed cardboard smackdown. I dig it.
Thank you. That is a big compliment.
I wanted to do something different with his TK. Since moving characters is such a big part of the game, I wanted him to be able to fulfill that function but still be able to dish out some damage if necessary. Giving him TK as FREE means he could Tk, then TK again later in round (say after another character took an action), something you can't do with the typical Tk twice in a row special power.
[
Quote
B]004 nite owl[/b] - though given their reprisal I suspect we should see them again in clix sooner than later.
I kind of felt the same way. I read all the before watchmen comics. They were a pale shadow of the original, but entertaining enough. Good inspiration for some dial designs.
Quote
011 hooded justice - yikes. that , I mean it's spot on, but oof. too soon?
LOL Bonus points for the on-point pun. a pun about a pun... a pun squared?
Quote
037 captain metropolis - but the coolest bit is the absolute bwahaha! of the "it's a boat"
I glad someone appreciates my humor.
Quote
014 dollar bill - another spot on character death capture in clix, the penalty makes an already cheap tie up insanely cheap but no less effective at his role.
These guys weaknesses were so fun to design around.
Quote
007 comedian - is beefier than his cohorts. but the neatest bit is human shields. the conditional mm is SO flavorful. it's my kinda jam
I wanted him to be the stand out of the minutemen. The human shield mastermind was one of my favorite powers I've designed. I feel it just says so much about his character.
Quote
020 silhouette - the twin guns effect is as cool as it's streamlined. the added bonuses for double tapping is a wonderful way to give her teeth without undoing the option of twin targeting which spreads more damage about. I like the dial's aesthetics, too, neat layout
Thank you.
Quote
018 silk spectre - you've managed to tone things down, putting a lot more of the character in the limitations. it reminds me a lot of old school comics where the character's personality came from their specific weaknesses as much as their strengths
Yes, it is something that is missed in a lot in the uber-hero of contemporary comics.
Quote
041 mothman - what could easily be just flavor text, is instead crafted into the defining fun of the dial because of the limitations that require you to set up for them.
I'm so glad you noticed the nuance of the design.
Quote
oh, and self-medication? so cool. I may need to steel that for a starman I design
You are welcome to it.
Quote
002 saturn girl - did you give her ed flight to get around the legion taxi problem? clever duck .
Thank you. I gave all the characters that need the ring to fly the traited flight instead of the symbol. I think that means they can be carried. At least that's how I'm calling it.
Quote
023 magno lad - great last supper of evil! art there. great way to kick of the lsv who are WOEFULLY untapped.
Seriously woefully untapped . That LoSV last supper was too much awesome not to include.
024 lazon - nice lightspeeder, here. I really enjoy the give and take in the options. things like that make options, well, worth picking. it changes the dynamic a lot more of how the character acts that turn. the lsv are coming together quite nicely
Thank you. They were a fun set to build.
Quote
025 esper lass - I really want her made, though I feel that's a longshot. we barely get any lsv to begin with, and her similarities to Saturn queen put poor esper on the backburner.
Characters that will never get made is the running theme on all my sets. It brings me great joy and sorrow to design dials for figures that will never get made, but should.
Quote
013a atomic knight - this is why we're friends . I LOVE that they can bring their own steeds. and I love even more that the steed doesn't have charge. it facilitates charge. there's so much charm to that. the ed precision strike protection will be a grand defense, and making them generic is a cool way to get the gang all in. I love silver age squads and while it's unrealistic to expect to get them all clixed (shoutout to origins blackhawks making a decent go at it, though), there are ways around it to get them in
Thanks again. Mutant giant dog's as mounts? That's basically what Hero Clix is made for. I'm glad you like the pseudo-charge. I thought it was a good match for a steed.
Quote
013b atomic knight - the rookie prime is, interestingly, a vanilla prime. I appreciate that his primeness is basically just being undercosted . just giving us a hefty vanilla (vanilla concentrate?) dial as a prime is an interesting experiment
He is kind of missing the pizzazz of typical prime. I tried to squeeze in a lot of unusual aspects to it, but it does seem a little plain.
Quote
028 pig iron - i'm surprised they haven't shown up yet, tbh. they scream a fantastic chase theme imho (that's how I employed them in my elseworld's set). OH MY GOODNESS! the is soooooo cool. i'm geeking out on this mechanic. this is a perfect way to handle metabolic issues in game. tying it to token clearing is pure genius. pure genius. beyond that, pig's a sturdy brick with fair values for the cost. I particularly appreciate the scuttled attack paired with cce. nice design
I have to break the habit of throwing RCE or CCE end dial. It is good design, but I think I do it too much.
Quote
008 yankee poodle - I always appreciated her design, the different hands capable of a different affect, complete with different visual effect to highlight it.
I agree.
Quote
017 alley kay abra - the two effects of her feet-first landing are both fun and far from overpowered, but round her well. do no longer have protection from fall damage?
Yeah, the fliers-don't-fall aspect was unceremoniously dropped in the new rules overhaul.
Quote
044 fastback - that's really cool "shifting focus" , enabling him to shell it up and essentially tap out of the fight for a turn. it'll be a huge gain when he's resting and I appreciate that you have to pick it at the beginning of the turn so it can't be abused every turn. I kinda wish he didn't have any toughness to further highlight the choice, but that would take away from his ram resistance. i like that the experienced version has a different tactical take to start. more fun give and take in his sc.
I should probably add something along the lines that he can't make attacks while he's shelled up. I think at the time I was under the misconception that Immobile meant you couldn't make attacks.
042 chameleon boy - what an amazing versatility. I really like this mechanic for cham, giving him a lot of stuff but the random element makes it unreliable and therefore keeps him cheap. combined with his barebones (but highly functional) base dial lets him fill a good role even when you roll a 1. his teamwork power plays wonderfully into his detectivery. while it's not hard to be better than any of the reep dials we have *grumblegrumble* this one is leagues above expectation. awesome job
060 colossal boy - he's a brick HOUSE! his teamwork is mighty mighty and his allies can let it all hang out knowing gim's got their back. that alone is giving him a spot on his team even with the likes of mon el and ultra boy hogging all the spotlights. gim was never one to grab the center of attention, ironically, but he was always a consummate backbone for the team, and you've captured that in spades. loads of restraint on this dial by keeping him to toughness, but I like that you don't want to overload him. he's tanking but he's doing it at a moderate pace. the regen-as-growth effect is fun and extends the longevity of his tank role
019 invisible kid - a very simple piece done remarkably well. the targeted defend is a wonderful way to capture his power, earning a spot for that alone. the perplex and the outwit are cherries on top. good pacing and a surprisingly long dial for the cost (and the character these days). these type of characters always do exceedingly well in this game. I like the super stealth up top. shades*of invisible woman. *stealth pun**
**nested stealth pun
005 hired goon - goons goons goons. I love me some generic goons and I love the multi dial mechanic, so this is just a marriage in heaven. the two s are just a perfect way to fill up a mob force. up to 120 points of filler is a wonderful way to design these guys and I love the disparate roles. they're so distinct, support, melee, range and tie up. goon for every season. well crafted, and as usual, you're eye for detail, particularly in numbers and vanilla powers, is spot on. if these guys were real, i'd argue we never needed another generic mook made. btw I totally read the sidestep flavor text not as come on (let's go) but as come on (fuhgeddabout it)
031 moloch the mystic - what a name, right? feels very nested in the golden age. master plans is such a jerk move. right off the bat before any dice hit map, and you've already scuttled the other team's perplex, outwit, pc, mc, etc. all the Cs. powered outwit/perplex? such a cheeky thing. it really plays into the prestidigitation flavor and balances out the strong effect of tripling both(!) by making it costed and requiring dice. this is some really out of the box application of standard effects. great job, mate. defensive smoke is good and plays more into his unexpected ways of employing the expected powers. contingency plans just might be the coolest flavor text for end dial pc ever
006 knot top - punks! that's exactly what your opponent will say when they roll a 6 and steal an extra action. your playing around with the autonomous keyphrase in this set has really opened up the mechanic to me in exciting ways. the way the sp plays into their cowardly cliques also works so well with that end dial empower. I hope nobody slept on these because this dial is a masterpiece of throwaway fodder done right
010 phantom girl - I love the conservation of by only adding the bits that doesn't already cover. just a hop and skip away from full on p/t. hss was unexpected, but the low speed works and the fact that it's only the topdial click on the vet makes it sing a little. as with the top-heavy sp adding lots of tricks. it'd be hard to pass on the experience dial using the teamwork to make a lot of dials a real pain (looks at cham ) but that extra click is well worth any 15 points laying around (sorry derf, you were never legion material and you knew it)
046 triplicate girl - hahahaha. her teamwork is so cute. I love it. beyond that, your mechanic for triplication is very interesting. it cleverly lets you keep the pogs (but with an appropriate price being paid to maintain them) as luornu is still taking the hit, so to speak. but she gets to maintain peak performance through it all and the pogs empowering each other (and others) will yield some strong effects. clever stuff here. I love dials like asm mysterio that let me field a ton, but I also love pieces like the slosh le triplicate girl that enables 1 dial to pull the weight of the gang up
012 shrinking violet - her teamwork is the ultimate piggyback, and a great way to avoid all manner of game effects if you see them coming. letting her pop out of the pocket when you need her most. this is awesome shrinky stuff. she's got a lot of good low-dmg offense that'll make her good at picking away at the opposition
039 star boy - shades of moloch, Thom's teamwork effect is SUPER helpful. all those squishy range pieces get to shoot without retaliation and it forces your opponent to creep into charge range for gim or jo to wreck some face. that right there is plenty for an awesome design of Thom's gravity powers to translate into clix. but as usual, you don't stop there, you grant his incap the immobile keyphrase super fittingly to lock down the enemy and set them up for a wallop. gravity well is a cool way to affect the start of a blackhole. the run of rs/esd keeps it simple but functional and the tradeoff of defense/attack going from click 1 to 2 makes him pushable as opposed to just lamentable loss of value. no jsa kw?
021 bouncing boy - I love chuck. he's so wonderfully goofy, but they always play him up earnestly, and that's how you sell a character that turns into a dodgeball. he's way passed due for a remake, especially with the things we have to work with now in SPs, he could be amazing. I appreciate that his teamwork is a subtle nuisance for the enemy enabling his allies to get away to safety or reposition. that's the heart of chuck right there. speaking of neat SPs to translate his power, your double charge idea is perfect. requiring him to target a second character emphasizes him bouncing off of the first. much better than mere flurry, and combined with quake can let him really make an impact*but you'd better choose wisely in positioning and targeting to get the most out of him. can this piece be real, please?
*dodgeball pun
030 sun boy - so is his teamwork "burning off" freeze and cold effects? that's pretty subtle and a neat way to show a subdued application of his power as we've come to expect from these teamwork s. solar generation as a pseudo rce makes a big impact with that topdial pw and lets you feel his vulnerability up close even more (well, when he's not using pw). I like that the :g-damage: sp gives you flavor of a different type of "pw" with a directional AoE that will definitely come in handy on a swarm-heavy team like the legion. man, you really leaned in heavy on the composition type of this team and it feels like your designs have a real cohesive tactical application to them. i'm loving these guys
057 brainiac 5 - whereas anyone would expect some thinky effect for brainy's teamwork , you swerve us with extending his famous forcefield. this mechanic you've set up for the lsh is a perfect way to easily apply his defensive support that was only touched upon anemically in sm. there's a lot to love about this design. the stacking extra thinky goodies and only available on the vet. the :g-starbust: track providing you everything we need from brainy. the spit-take raw power of his forcefield belt down his dial not flinching one bit and the meh offense to balance everything out. great brainy. he deserves a dial of this caliber
050 rorschach - grappling hook feels more lived in as ed l/c over simple . he's got to work to use it and I appreciate it opened his design to give us that opg effect that flooded me with nostalgia as I visualized the panel from the book while reading the text. and the power of the mundane is in full effect with his blend in . I like that you've got a choice of effects and I love that it wears off at first click. that's a much better way to represent sneaky ambush than continual sneakiness. because once he starts, oh yeah you'll notice him . the flavor text for charge really imparts his misanthropy and the toughness text makes you feel his steely resoluteness. I love that you lean into the new object attack rules so that his light objects have extra oomf. what a wonderful way to represent his resourcefulness. the low dmg throughout the dial makes you feel like you're fighting a crazy normal who's going to make it hurt despite his limitations. but man oh man, let's talk about the sp. it's designed to make you dive into a crowd and attack as many as possible, to swing for the bleachers because you'll just be swinging more worst case scenario. there's so much gutsiness in that design. this dial is sheer perfection. A+ rating
034 silk spectre ii - I know she who she was based off of, but the character always hit me as shades*of black canary with the mother/daughter dynamic. I always like when powers show up in off slots. sc in her sp is cool, and a neat way to show her inferiority complex, as is the conditional wp. good flavor in that. I like that her empower gives her a reflexive type of empower, too. that was a cool design. the restraint in her attack values whenever cce shows up along with the up and down flow of her attack values makers her feel like a trained human and fits the tone of the tale.
*nightshade pun
022 nite owl - the flavor of his reads off as a litany of his qualifications. the sp gives him the versatility of having all 3 available but the cost of having to pick one. this feels like a gadget based hero. I appreciate the costed for archie, letting you play him without it so he's not totally about the ship alone, but if you can afford the cost, that ship comes in with lots of taxi, support and smoke cloud. is archie KO'd from using ride along? I want to say no because it's not using the autopilot keyphrase. if not, that's a clever workaround without being a wordy workaround
066 ozymandias - master stroke has all of the spoilery feel of him causing them to fail and then getting them to do what he wanted all along. master stroke, indeed. I like the differing defenses his sp provides, the pairing seems fun and has him play a bit differently depending on his attack. the one-off pog is full of story, too. but I have to take points off for the sidestep flavor text. it should be two steps ahead
060 ultra comics - zarg did a good job of making the mind-worm effect work out. I was wondering how this was going to turn out. it's got lots of give and take to make it fair, particularly the point shedding to have another go at it. this thing screams meta
049 ultra boy - very nice segue from ultra comics to ultra boy . as soon as I saw a 4 click dial and multiple point values I got excited for something outside of the box (outside of the clix?). sing the bizarro/obnoxio/beyonder effect to take the dial out of the equation, enables a very tightly focused shift that lets you keep "a top dial" jo the whole game, changing which "top dial" you want. while tricksy, this is so simple that it's beyond brilliant. the 4 main options are all present, you even manage to cover the defense dilemma of ultra boy, interpreting his powers to have some defensive cover even when he's not using primo defense. I also like that he leads with ultra-invulnerability so your opponent can't catch him flatfooted on turn 1. the parallels in clix 2 and 4 are visually appealing and folding in his ultra-senses in with flash vision was a mechanically sound decision to get the most out of his subtler abilities. clix has come a long way since slosh, we are so ready for a new ultra boy given what we can do with his quirkily distinct powerset now
047a mon el - yay to a non-prime mon-el. his teamwork ability is more passively active (if that makes any sense). i love his "rally" effect, bolstering morale via a pseudo leadership when he turns the tide. makes him feel like the team big-gun that he is. i ADORE the lead/lead homonym pun hidden in his charge . with awesome stats and consistently strong powers to start, mon el is someone to trifle with, and speaking of turning the tide, if your opponent scores a KO, lar is coming out swinging. i like the 50/50 of it and i like that his values not only cannot be reduced but can't be halved to polish the reach of his charge (i miss locked values), and i love that he gets an inverted bf in addition to the standard kind. setting his passenger at 0 is very flavorful. thanks for giving us multiple values to play him at, too
055 midnighter - the package deal feels like a brutal combatant that has the edge in battle. the conditional pc, and the fortunately limited PaP enable you to custom the fight to the opponent. i especially like the scuttle values on the hss. makes him feel like a stick and move, but not a speedster.
027 battalion cable jr has a very offensive dial that still incorporates his usually supporty powerset in more offensive minded ways. the ppb and esd gear him towards range combatant, but the tk enables him an option without being the star of the show. when you reach for the experienced dial you opt for the more psychic showpiece to carry that role. good divisions
052 synergy - the synergizing effect makes her a tremendous support piece before we even deal with her and the interaction with the objects is so cool. but let's not ignore the ! very clever design, similar to your awesome high evolutionary, here's a potent support effect that can buff allies or nerf foes alike. i like the buff component being conditional on blank space on the dial so much. what an amazing mechanic to play into someone's latent powers. if i could humbly proffer 1 small tweak, it would be that she can pick a standard power on the target's card
045 apollo - i like the end dial heal up bit. when effects play into what you haven't done, it sets up different tactics. strong range tank upfront that transitions well into punchy at the end. i also like the conditional wp shaving some points while keeping him in flavor
065 doctor - the passing the mantle effect is subtle enough to not be op but to be a big boon. it also keeps it from being the big seller of a dial. i'm all for "born-to-die" pieces, but if that's their whole schtick then they aren't fun to field as themselves and that would be a disservice to the character you've avoided here. he's a board control piece and how. free smoke is always always a boon. but barrier anywhere? ye-whu?!? no wonder he's wonderfully unique. you've managed to take a pretty ho hum power that's useful in corner*cases and made it amaze great. it makes it really potent and strategic. wait? there's more to the dial? . the mega defend, pc, perplex, fb, he's an amazing concept in an expensive support piece. in larger games, he's balanced in wanting to be near the fight to get the most out of that defend, so not turtled and broken, but he's manipulation of the map regardless of the map is truly impressive
033 matter eater lad - i'll fight anyone that doesn't love this guy . hypersonic eating bwahahahahaha! eating lasers. speeding up when munching on terrain. the flavor text shows you were smiling while designing this one. i do lament that pig iron got the cooler of the eating effect, though. but every pig needs to get his day
029a cosmic king - instead of flexing him out, you kept him at his board control strengths and emphasized him in that role. his will be very helpful to range pieces getting open lanes of fire and brutes getting more strength fuel. this dial knows who he is and isn't trying to make him anything else. that's what his leadershipped teammates are for
040 radiation roy - an unconventional poison piece. he can slip in despite his naked defense knowing that he's going to wear at his opponents and keep them from acting or acting but at a terrible cost... the slow build up to doom is felt in that subtle effect and the dire need to get out before the radiation sets in. really good job there
043 mist master - man if clix were a thing in the '80s during the legion's heyday, could you imagine the deep roster of legion clix we could have gotten? the turn to mist limitation of passenger 0 at first glance seems unnecessary nerf, but "vee haff vays of makingk you carry." there are lots of game effects that could add carry or he could grab a so this becomes an almost non-nerf nerf, that lets you put in a flavorful weakness and get a trimmed potential to keep his cost low. he's a mobile jerky poison piece and i love those. i love incorporating his smoke into his poison. just a fun piece to slowly asphyxiate your enemies with. good times
047b ol-vir - good ol' ol-vir is a popular pick for expanded lsv clix. man i really want an honest lsv subtheme now. someone needs to convince wk they could get loads of sculpt reuse out of the lsv's similarities to the lsh . the freckle-faced daxamite has a very intriguing primeness. he can get slobberknocked by object attacks (great way to affect lead vulnerability) but he's easy as all get out to heal. i can dig it. that and the green ring let you flex 85 points to something fierce, though i feel the roll should be 1-3 to make it more fair
053 lightning lord - i like that he's got rce lite. sure he can't modify his attack value (but with those values and his character-specific attack bonus, he doesn't need to) but it's passively happening all the time. he can cut loose and light you up. and giving him a pw-lite, too in the same power has a nice complementary feel to it. makes him feel dangerous upclose, so he's not just easy pickings for someone basing him to nerf his damage. definitely plays into his rs flavor text. we need to say simpletons more often in our everyday language
038 element lad - everyone's favorite blonde curly fro. protected: poison is a clever way to let him do his thing, transmuting arsenic to oxygen, eh? i like that "fueled barrier" is free and since he's essentially displacing it, it's not costed but very tactical. his sp is meta potential, particularly these days in the era of equipment clix. a full dial is essentially another but you were already sitting on 3 and 4 s would have been too much, so i respect that decision to make it an sp despite its limited use, you wanted it available all the time. but even without playing to your opponent's strengths, he's got incap and defend to earn a spot. i do wish he could incap (make the sp single target?). the long leadership is a good nod to his history
036 lightning lass - easily the most needed legion clix. extended poison, eh? that is really cool. like, really really cool. feels like she's defensively striking opponents around an ally. really really really cool (i like poison). penetrating ee makes a compelling argument against 3dmg rce. decisions decisions. ranged invulnerability is an unexpected alternative to esd but an interesting way to affect energy absorption. i like that her trimmed down experience dial is all about the ee. and the poison. don't forget the poison
016 dream girl - how do you dial the platinum blonde girl of our dreams? jerkface support! and how. packing 3 juicy powers in her sp and giving her her oft overlooked combat prowess on the vet makes her a steal. the bargain costed exp dial leaning on her singular strength is a steal. the that lets you get around the pesky problems of swarm formations when using her pc really ties together her role on specifically the bigger legion in synergistic ways one wouldn't necessarily see on paper
015 timber wolf - i'd love to get him without flinging fingernails, so he's on my list of remakes. and here you went and flipped the switch on his teamwork , making it a weakness to play into his lone wolf mentality . keeping me on my toes? i like the all the eggs in 1 basket defense, though i feel he warrants a bit more than 75 on the topdial. the brawlyness of his early appearances is there as opposed to the wolverineness he later got. which is conveyed like a story on the flow of his dial. it's always ironic that he's considered wolverine-lite when wolverines was modeled after him
042 chameleon boy - while it's not hard to be better than any of the reep dials we have *grumblegrumble* this one is leagues above expectation. awesome job
I still dust off the old 30 or 44 pts unleashed version when I'm fielding a legion team...but man he doesn't hold up well. But hey you do what you gotta do
Quote
060 colossal boy - he's a brick HOUSE! his teamwork is mighty mighty and his allies can let it all hang out knowing gim's got their back. that alone is giving him a spot on his team even with the likes of mon el and ultra boy hogging all the spotlights. gim was never one to grab the center of attention, ironically, but he was always a consummate backbone for the team, and you've captured that in spades. loads of restraint on this dial by keeping him to toughness, but I like that you don't want to overload him. he's tanking but he's doing it at a moderate pace. the regen-as-growth effect is fun and extends the longevity of his tank role
In an effort to keep is cost down, I was afraid he was a little lackluster. The stop click that was suggested was awfully tempting, but hard to justiy for the cost.
Quote
019 invisible kid - a very simple piece done remarkably well. the targeted defend is a wonderful way to capture his power, earning a spot for that alone. the perplex and the outwit are cherries on top. good pacing and a surprisingly long dial for the cost (and the character these days). these type of characters always do exceedingly well in this game. I like the super stealth up top. shades*of invisible woman. *stealth pun**
**nested stealth pun
Another dial that kind of slides in under the radar.* In retrospect, a little bland, but still I think worth it's points.
031 moloch the mystic - what a name, right? feels very nested in the golden age. master plans is such a jerk move. right off the bat before any dice hit map, and you've already scuttled the other team's perplex, outwit, pc, mc, etc. all the Cs. powered outwit/perplex? such a cheeky thing. it really plays into the prestidigitation flavor and balances out the strong effect of tripling both(!) by making it costed and requiring dice. this is some really out of the box application of standard effects. great job, mate. defensive smoke is good and plays more into his unexpected ways of employing the expected powers. contingency plans just might be the coolest flavor text for end dial pc ever
I have to say, looking on it a year later I am happy. I did go back and make a minor change to the defensive smoke cloud power so now it only places one in his square and 1 adjacent square.
Quote
006 knot top - punks! that's exactly what your opponent will say when they roll a 6 and steal an extra action. your playing around with the autonomous keyphrase in this set has really opened up the mechanic to me in exciting ways. the way the sp plays into their cowardly cliques also works so well with that end dial empower. I hope nobody slept on these because this dial is a masterpiece of throwaway fodder done right
Thank you.
Quote
010 phantom girl - hss was unexpected, but the low speed works and the fact that it's only the topdial click on the vet makes it sing a little.
Yeah, it seemed weird at first, but the more I thought about it, the more I realized it was perfect for her. I do feel weird making a PG dial with no P/T
Quote
046 triplicate girl - clever stuff here. I love dials like asm mysterio that let me field a ton, but I also love pieces like the slosh le triplicate girl that enables 1 dial to pull the weight of the gang up
It took a lot of work to get the mechanics down on this design. I'm mostly happy how she ended up.
Quote
012 shrinking violet - her teamwork is the ultimate piggyback,
Jumping out of the pocket at the perfect time is DC's go-to thing for shrinkers. I had to represent.
Quote
039 star boy - no jsa kw?
What? (cough) Fixed
Quote
021 bouncing boy - I love chuck. he's so wonderfully goofy, but they always play him up earnestly, and that's how you sell a character that turns into a dodgeball. he's way passed due for a remake, especially with the things we have to work with now in SPs, he could be amazing. I appreciate that his teamwork is a subtle nuisance for the enemy enabling his allies to get away to safety or reposition. that's the heart of chuck right there. speaking of neat SPs to translate his power, your double charge idea is perfect. requiring him to target a second character emphasizes him bouncing off of the first. much better than mere flurry, and combined with quake can let him really make an impact*but you'd better choose wisely in positioning and targeting to get the most out of him. can this piece be real, please?
I'm very proud of his teamwork power. I'm glad it's getting some love. His speed SP is not just double charge, but indefinite charge. He can keep slinging around like a flying wrench*until he misses or someone dodges**
*return volley **double dodge return pun
Quote
030 sun boy - so is his teamwork "burning off" freeze and cold effects? that's pretty subtle and a neat way to show a subdued application of his power as we've come to expect from these teamwork s. solar generation as a pseudo rce makes a big impact with that topdial pw and lets you feel his vulnerability up close even more (well, when he's not using pw). I like that the :g-damage: sp gives you flavor of a different type of "pw" with a directional AoE that will definitely come in handy on a swarm-heavy team like the legion. man, you really leaned in heavy on the composition type of this team and it feels like your designs have a real cohesive tactical application to them. i'm loving these guys
Teamwork was at the core for these guys designs. I wanted them to focus on what they do at their core, then the frills come from.
Quote
057 brainiac 5 - whereas anyone would expect some thinky effect for brainy's teamwork , you swerve us with extending his famous forcefield.
I always felt his force field was his strongest 'power' He used it save his fellow legionnaires from some explosion or whatnot.
Quote
050 rorschach - grappling hook feels more lived in as ed l/c over simple . A+ rating
Long live Leap/Climb!
Seriously, thanks for the praise.
Quote
034 silk spectre ii - I know she who she was based off of, but the character always hit me as shades*of black canary with the mother/daughter dynamic.
She definitely has commentary on Black Canary, no matter who she is suppose to be. Super-dooper extra bonus points for the Nightshade pun.
Quote
022 nite owl - is archie KO'd from using ride along? I want to say no because it's not using the autopilot keyphrase. if not, that's a clever workaround without being a wordy workaround
No, Archie would not take damage
Quote
066 ozymandias - but I have to take points off for the sidestep flavor text. it should be two steps ahead
It seems so obvious now
Quote
060 ultra comics - zarg did a good job of making the mind-worm effect work out. I was wondering how this was going to turn out. it's got lots of give and take to make it fair, particularly the point shedding to have another go at it. this thing screams meta
Yeah it was awesome that Zarg was willing to contribute. I'm sad he no longer frequents the site.
Quote : Originally Posted by Baron Impossible
049 ultra boy - very nice segue from ultra comics to ultra boy . as soon as I saw a 4 click dial and multiple point values I got excited for something outside of the box (outside of the clix?). sing the bizarro/obnoxio/beyonder effect to take the dial out of the equation, enables a very tightly focused shift that lets you keep "a top dial" jo the whole game, changing which "top dial" you want. while tricksy, this is so simple that it's beyond brilliant. the 4 main options are all present, you even manage to cover the defense dilemma of ultra boy, interpreting his powers to have some defensive cover even when he's not using primo defense. I also like that he leads with ultra-invulnerability so your opponent can't catch him flatfooted on turn 1. the parallels in clix 2 and 4 are visually appealing and folding in his ultra-senses in with flash vision was a mechanically sound decision to get the most out of his subtler abilities. clix has come a long way since slosh, we are so ready for a new ultra boy given what we can do with his quirkily distinct powerset now
Thank you. I did a SF version in my older LoSH set, and it is so perfect for him, it was hard coming up with an alternative design. Generally not a fan of life tokens, but it was the only way I could make the design work.
Quote
047a mon el - thanks for giving us multiple values to play him at, too
No joke. I think a good, modestly costed Mon'El is one of my most wanted clicks.
Quote
055 midnighter - i especially like the scuttle values on the hss. makes him feel like a stick and move, but not a speedster.
I'm glad that translated well. I wanted to reflect his hit and move
Quote
027 battalion cable jr
LOL. Nicely put. Looking at this guy, I'm not sure why he was included. I don't like him at all, but I wanted to do a synergy.
Quote
052 synergy - the synergizing effect makes her a tremendous support piece before we even deal with her and the interaction with the objects is so cool. but let's not ignore the ! very clever design, similar to your awesome high evolutionary, here's a potent support effect that can buff allies or nerf foes alike. i like the buff component being conditional on blank space on the dial so much. what an amazing mechanic to play into someone's latent powers. if i could humbly proffer 1 small tweak, it would be that she can pick a standard power on the target's card
She was definitely one who's power set I wanted to dig into. Glad you like the results
Quote
045 apollo - i like the end dial heal up bit. when effects play into what you haven't done, it sets up different tactics. strong range tank upfront that transitions well into punchy at the end. i also like the conditional wp shaving some points while keeping him in flavor
When looking over Apollo, I realized I hated the defense special power. I couldn't even tell what it did!! So I broke it into two powers. Now it does what I wanted it to (a faux Soaring mechanism) in a clearer sort of way. Now I'm afraid it might be a little broken for the cost, but...at least I understand what it does.
Quote
065 doctor - i'm all for "born-to-die" pieces, but if that's their whole schtick then they aren't fun to field as themselves and that would be a disservice to the character you've avoided here.
I agree 100%.
Quote
mega defend
Yeah I wanted to get in on the ever elusive 19 defend combo.
Quote
033 matter eater lad - i'll fight anyone that doesn't love this guy . hypersonic eating bwahahahahaha! eating lasers. speeding up when munching on terrain. the flavor text shows you were smiling while designing this one. i do lament that pig iron got the cooler of the eating effect, though. but every pig needs to get his day
MEL has been one of my favorites for a long time.
Quote
029a cosmic king - instead of flexing him out, you kept him at his board control strengths and emphasized him in that role. his will be very helpful to range pieces getting open lanes of fire and brutes getting more strength fuel. this dial knows who he is and isn't trying to make him anything else. that's what his leadershipped teammates are for
Exactly
Quote
040 radiation roy - an unconventional poison piece. he can slip in despite his naked defense knowing that he's going to wear at his opponents and keep them from acting or acting but at a terrible cost... the slow build up to doom is felt in that subtle effect and the dire need to get out before the radiation sets in. really good job there
Yeah, this dial is kind of a head scratcher for me. I can't figure out why I moved the toughness to the end of the dial. Seems like he didn't get his armor until later...
Quote
043 mist master - there are lots of game effects that could add carry or he could grab a so this becomes an almost non-nerf nerf,
That's why I like you. You seem to always grasp the nuance I try to put into the designs.
Quote
047b ol-vir - good ol' ol-vir is a popular pick for expanded lsv clix. man i really want an honest lsv subtheme now. someone needs to convince wk they could get loads of sculpt reuse out of the lsv's similarities to the lsh . the freckle-faced daxamite has a very intriguing primeness. he can get slobberknocked by object attacks (great way to affect lead vulnerability) but he's easy as all get out to heal. i can dig it. that and the green ring let you flex 85 points to something fierce, though i feel the roll should be 1-3 to make it more fair
I made a slight change, he's only dealt 1 penetrating after resolutions when hit with an object. Seems more reasonable for the points.
Quote
053 lightning lord - we need to say simpletons more often in our everyday language
Indubitably!
Quote
038 element lad - i do wish he could incap (make the sp single target?). the long leadership is a good nod to his history
Yeah three traits were too much, so I conscripted the speed slot. Sorry Jan, no Sidestep this game.
You want ? You got it.
Quote
036 lightning lass - easily the most needed legion clix.
QFT
Quote
016 dream girl - the that lets you get around the pesky problems of swarm formations when using her pc really ties together her role on specifically the bigger legion in synergistic ways one wouldn't necessarily see on paper
It seems like more than once she dreamed someone in the legion was going to die. I used that for the inspiration for her teamwork trait.
Quote
015 timber wolf - i feel he warrants a bit more than 75 on the topdial.
Agreed and done.
Quote
it's always ironic that he's considered wolverine-lite when wolverines was modeled after him
061 infinite man - I love that sneaky 6 waiting in the wings. he's a guy you don't want to hit but you have to because he's the tentpole of your nightmares. I like that his teleport lets you attack, but not as an opener, only later on and likely once you're already engaged. I like how he can generate pogs from the past or field his own cross-temporal army from your sideline (such an amazing design). and I love the versatile effects of his bolts. he immune is an amazing uber-incap that could really scuttle your opponent's plans. the softer options that result still aren't a waste as his tanks and dinosaurs can still field the offense on your turn. I do think he's undercost, though. the full dial seems like it could take a 400 point army. then again I could be off here on what 300 points can get you these days.
054 comedian - I love the versatility of the arsenal and the ability to grab different objects from said arsenal as the situation requires. this is a neat weapon swap mechanic that leans heavy into equipment rules. I also like how each effect has it's own perks and limitations, so you'll want to pick the right weapon for the job, but watch out as once it's gone it's gone. I also like the base dial is built around that versatility. sidestep is the bacon that goes with everything and his dial is wonderfully close combat focused because the range effects all come from his gear. eat your heart out, punisher
059a dr manhattan - for his , is the second placement still within range of the original square or the current square? either way I like the placement effect over and above p/t. it truly feels instantaneous that way. the variable damage of his ee is really cool. so great linking it to click number to get a scaling effect and even cooler limiting it to the click numbers that you did . he's quite hefty and the PaP is neatly limited to effects, free or otherwise, that he has to choose to you. it brings to mind a cause & effect effect from the flavor text. on a subtler note, I love the pairing of watchmen ta with the big Q. that covers him significantly. a tentpole i'd love to play at , or
059b doctor manhattan - naked squats manhattan - oooof. that isolated is all kinds of mean. making him prime isolation already gave him tons of great support without combat values needed. all that mobility from the tk and p/t, the pc alone and that sturdy laugh-in-their-faces imperv becomes even meaner when you realize if they try to score his 35 point steal of a support piece camped deep in the map, they're really gonna pay for it. getting to start on click 4 instead of 7 adds a lot of teeth. a lot of teeth to the looming threat of naked squats, that I don't know how to get around him. it's basically unfettered support at that point. this guy is totally ready to screw over the pre52
026 ferro lad - using his teamwork as the born-to-die mechanic was a good call. his noble sacrifice is his most enduring characteristic in the myriad retcons they revisit it in. wp is fun, I always enjoyed an out-of-place power placement and wp for his vet helps you feel his iron*will and determination to do what's right no matter the personal cost. man we need ferro. he's the #3 needed legionnaire behind light lass and invisible kid. also, I like how his invincible flavor text is like you're giving him a buy *iron lad pun
032 karate kid - before we talk about anything, that loooong string of 12s is 1) well-deserved and 2) not messing around . I doubt wk would be so bold, but then again iron punisher was all kinds of over the top, so who knows? val doesn't really need anything else at this point. he's already showing up ready to go. his teamwork is a cool visual of him leaning over and karate chopping strikes away from his allies saying "nope" and "not in my house" all during your opponent's turn. with a PaP for any occasion, he's got all the tools a martial artist could want to tussle with super strong opponents and still school them. this dial could take on superboy and feel like he earned it
048 princess projectra - haHA! passing out sc is a brilliant application of illusions. making it powered so it's costed (and autonomous so it's not action pool costed) makes this even cooler in those subtle ways that show real craftsmanship. ed mc and stealth leans more into her strengths. I like how the vet flexes out, but I think for how loaded that sp is and the effectiveness of those 2 clicks, she should be 75
058 sandman - it's gotta be hard to design abstract characters in a combat game. the exp is a good support piece. he brings a lot and his pog scuffling is certainly meta, pog stealing even more so, but limited by what the opponent brings to the table (occasionally literally). I appreciate the incap as a slow burn to deal with the opposition if the other half of your team is gone he can still have a go. the vet wakes up*ready to dish out the hurt and the lengthy stint of stop clix make him a primordial jerk. i'd almost say too much, but that lengthy run of non-combatant makes it earned. wish he had more s, especially when looking at him at 275
062 atom smasher - a new atom smasher? i'm game! with kc guaranteed beefiness? may be the only way to ensure he dodges the short-shrifting jsa tends to get . I really enjoy that his sp has him swatting dudes down like flies. from knocking them down out of the sky to knocking everyone away. combined with his plasticity, he becomes a serious board control piece to manage to your opposition without having to make attacks. like primehattan before him, you've really developed the isolated clicks even more than wk has, and in clever ways. the dial is big and beefy as we've come to expect from the extremity of this kw and I love the 12-11-12 do-see-do you did around his printed 5. the give and take and not having all the eggs in one basket is smart layout
063 captain comet - I love me some cap'n comet. way more than I probably should, and definitely more than clix have given me a reason to. so, a new captain comet? i'm game! with kc guaranteed beefiness? let's do this . where you going? nowhere! well, maybe somewhere but nowhere fast. okay, that needs work, but adam's gulagery makes a great screw you to the opposition. even beyond the story-specific flavor, it can feel like a passive blanket effect of his tk working against the enemy. combined with his actual tk and pc, he's easily 30 points well-spent. the main dial is tons of strong, eschewing the non-cooperative powers of the dc75 dial, he's positively svelte and easily 175 points well-spent. the dmg values are well mitigated against the brand of kc crazy he has, 'cause let me tell ya, 19 esd? might as well call mom to pick you up
064 magog - first off, I see what you did there with switching the flavors. noted and appreciated. this magog is the inverse of our previously received take way back in sm. making amends on his isolated right-here-right-now*click, he's like the porch in a game of tag. you run to him and yell "safe!" main dial is aggressive and is packing the heat to take on a super-charged superman. i'm pretty frightened of this guy top clicked. *watching the world wake up from history
Baron's back? Renokhan still making awesome Sets? Are we getting the band back together?
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?
035 shadow lass - tasmia here knows exactly who she is. she hides people in shadows. this dial does exactly that and it does it well. it's like the mark of old money. new money wears the flashy clothes and ritzy cars, tastelessly showing it off. old money gets a simple suit tailored immaculately because it doesn't need to show off. tasmia is doing her job just by showing up. stealth sharing is a must, it's pretty much her thing, so i'm glad to see it as her teamwork . and free smoke means she can do her simple but oh-so-helpful job without fussing at your action pool. the extra wp and cce on the vet are nice nods to her combat prowess, as the night is dark and full of terrors, but the exp is such a tasty thing it'll be hard to upgrade unless you've got 25 points hanging around
029b chemical king - before even looking at the dial I want to acknowledge the steep hill needed to climb to get condo's (lol) powers translated into clix. heck, most writers had a hard enough time getting condo's powers translated to comics. might be why he got written off . a lazy designer *raiseshand* would have given him █ (destroy) but you raised the bar by raising his damage conditional to destroy actions. he still has to do it but he can do it and that's cool. the perplex protection earns him a slot on team while you've distilled*his powers to their core application in the options of ew, incap and support without having to get funky and polishing the pac instead by packing them in. I like that his showpiece is the chicanery of his spymanship (lsv was noted going into this ). the exp's poison (and don't forget the anti-perplex) are enough to field him even knowing he'll need some help to survive (too soon?) *chemistry gag
056 wildfire - that ! a continual rez chance is really neat and a great way to show his energy suit snagging and his energy form just waiting to get back into the fight. that also lets you play him more recklessly because hey, he can get a new suit. containment suit has tons of protections, making practically only vanilla range attacks viable against him, which should be sure to scuttle the offensive options of odious opponents. the end dial penetrating rce packs a punch with a price, especially as his dial is geared to that all-out his vet enables you to embrace. I also like the topdial options of mobile penetrating vs stick and shoot for more raw power. what's not to love about this dial? and loads cheaper than the slosh option
067 superboy - simply bringing the object attacks back to hss makes this dial the lightning brick of old that fittingly mirrors the chronology of old he comes from. letting him share wp is a wonderful way to establish that he is THE inspiration for the legion. no-nonsense powers and raw stats show you didn't pull any punches for precrisis power levels just because he's a kid. love the super breath
009 captain carrot - leap/charge, amirite? nicely done. I love how the cosmic carrots are integrated into the dial. it could have been regen, but instead it's a guaranteed click placement to his exp dial so it really feels like tapping the power item all over again. I like the lowered but rising defense numbers and the starting invuln. good tradeoffs
051 captain carrot - I appreciate that he gets 2 dials. you could have easily had the 1 count for both roles (I certainly did ), but you went with the different aesthetics and styles of story to give us two(!) takes on this unclixed gem. at first I was a bit taken aback by the strength (and more importantly, ease) of his to bring him back, but then I realized it's putting him down his dial fairly decently and most importantly your opponent can score him again, so it's not unbalanced at all. moreover, it's your opponent's own fault for not knocking him out last because Rodney is a rabbit you just can't keep down.
068 aquawoman - that's some unfortunate art there. her 's penalty for KOing an opponent has the feel of her dominating the map, making them feel demoralized as she's conquering the surface world. her stat boost is a big boon of water, but by avoiding dmg (which would have been over the top with a printed 4) it lets it feel great if you get it but not it-must-be if you have to field her without it. that's the big problem for most aquafolk. her defense sp feels less like a downgrade from invuln and more like she's warming up
069 red racer - your method of infinite mass punch is so much cleaner than my take for wally in zero hour. I tried to link it to squares traveled so much that I lost sight of how easily you've managed to employ here. making it a minimum value instead of the usual maximum value for movement really changes the pace*on sp expectation and also is more limiting than it looks on paper. making it a frees up the dial to have hss to facilitate that move, but only after you set it up instead of all the time. it'll really have a cool ping-pong battle strategy. I really like the concept of his "hss outwit" but maybe you should limit it from a potential 26 move outwit by adding "...then move up to ‘your speed value minus the number of squares just moved."
070 thunderer the aboriginal take on the champions of angor was a cool introduction to the series (speaking of which, I'd love a champions of angor subtheme). his gathering of the forces makes him a centerpiece*of his theme while his dial makes him worthy of it. I really like the blades/claws/quake combo. as simple as it is, it feels really original. and the elevation avoiding energy explosion is tons of fun. another simple tweak that makes the power pop. * literally
071 kalel - more super breath. you're the man. I appreciate that it's fb or incap, depending on the need and it's neither in name, depending on the protection. solid superman dial, there
100 the sea captain - you know, this would've been a worthy ultra chase and you already had it on your to-do list. dialing the captain in the comic in the comic is so daggum meta, i'm geeking out over here. making him a crazed madman at the end of the dial when his values are fiercest is the living-on-the-edge madness I enjoy in bold design. 'course a clever duck will make sure to pilot something to avoid that roll but that's none of my business. I love that he builds his own deadman's raft from the actual bodies made in the course of the battle. and your return to the body tokens as more than just the timing mechanism to trigger the pog, but as the pog's now ablative armor is such an inspired integration of the mechanic throughout.
035 shadow lass - the extra wp and cce on the vet are nice nods to her combat prowess, as the night is dark and full of terrors, but the exp is such a tasty thing it'll be hard to upgrade unless you've got 25 points hanging around
Yeah I had the same thought
Quote
029b chemical king - before even looking at the dial I want to acknowledge the steep hill needed to climb to get condo's (lol) powers translated into clix.
Tell me about it. The pick a power is such a cheat...I had to use it twice on him
Quote
the perplex protection earns him a slot on team while you've distilled
You are a true punsmith. I salute you.
Quote
056 wildfire - and loads cheaper than the slosh option
Man I would love a good Wildfire that isn't way overpriced. Come on WK!
Quote
067 superboy - simply bringing the object attacks back to hss makes this dial the lightning brick of old that fittingly mirrors the chronology of old he comes from.
Seemed like a neat and easy way to make this guy stand out.
Quote
009 captain carrot - leap/charge, amirite?
Yes you are
Quote
051 captain carrot - at first I was a bit taken aback by the strength (and more importantly, ease) of his to bring him back, but then I realized it's putting him down his dial fairly decently and most importantly your opponent can score him again, so it's not unbalanced at all. moreover, it's your opponent's own fault for not knocking him out last because Rodney is a rabbit you just can't keep down.
I was worried it might be too easy, but in the comic he just bounces back and I wanted to reflect that.
Quote
068 aquawoman - that's some unfortunate art there.
True, so true.
Quote
069 red racer - "...then move up to ‘your speed value minus the number of squares just moved."
Good call.
Quote
070 thunderer I really like the blades/claws/quake combo. as simple as it is, it feels really original.
I thought it was cool too. It seemed perfect for him.
Quote
071 kalel - more super breath. you're the man. I appreciate that it's fb or incap, depending on the need and it's neither in name, depending on the protection. solid superman dial, there
It is my goal to make a superman who doesn't make you go all when the superbreath weapon pops up on the dial. Not sure I'm there yet, but I'll keep trying.
Quote
100 the sea captain - you know, this would've been a worthy ultra chase and you already had it on your to-do list. dialing the captain in the comic in the comic is so daggum meta, i'm geeking out over here. making him a crazed madman at the end of the dial when his values are fiercest is the living-on-the-edge madness I enjoy in bold design. 'course a clever duck will make sure to pilot something to avoid that roll but that's none of my business. I love that he builds his own deadman's raft from the actual bodies made in the course of the battle. and your return to the body tokens as more than just the timing mechanism to trigger the pog, but as the pog's now ablative armor is such an inspired integration of the mechanic throughout.
I wanted the dial to pop, and I wanted some sort of traitor element to the dial to represent his crazy. The mechanism has been problematic to say the least...
10. pig iron - a sturdy brute, an unclicked character, all that jazz plays a fine tune, but the sheer charm of "always hungry" is jealousy-inducing levels of clever in translating the munchies to clix. I love it
9. bouncing boy - let me start by saying this is the perfect take on bouncing boy I've ever seen. it wonderfully lets him do everything he should be with such clean and simple wording. he'll be chaining around town from one unfortunate forehead to another and his take on the teamwork provides a wonderful visual of inflating between an ally and an enemy and capture's chuck's heart while doing it
8. doctor doctor, give me the news, I've got a bad case of lovin' you. sorry, couldn't help myself. this guy is a wonderful workshop on expensive support pieces. hefty price tags on support pieces are hard to swallow. I've seen them and I've tried making them, but this guy has no sweat earning every drop of points you invest in him. the coveted 19 defend stands tall, the swiss army knife sp, free smoke, but man that anywhere barrier is bonzo. he's an amazing board control piece and that's an aspect of the game that feels woefully underemphasized in the meta. not anymore if this guy was published
7. ozymandius - there's a lot of subtle smooth suave to this dial that just oozes confidently in control of the situation. the pairing of cr with range only ss is silky smooth. the support powers and stats let him do his job. he makes a pog that'll take a hit for him once you think you've outmaneuvered his other defenses. and that , I love how pc plays into his mysterious plans and the free mc forces your opponent to play into them, too. it's a perfect way to showcase his final gambit and let him own the map from his smug chair
6. mothman - you heard that right. mothman. you put so much work into this, way more than wk ever would. there's so much charm in all the things that he can't do that it highlights the spirit of what the dial is accomplishing. glider wings with accompanying strafe run bomber drop will crack a smile everytime you succeed in setting it up. but the ticking timebomb to the mental breakdown really steals the cake and takes the show. such an awesome way to show he can't handle it all. again, I love the limitations on this dial
5. rorshcach - Rorschach is gonna steal your lunch. he's gonna slip right on in, depending on your custom style of sneakiness tailored to your opponent's weaknesses then wail on them with mailboxes and office desks til they cry for their mamas. oh, you're gonna gang up on him? no no no, my friend, you're locked in with him. and after he wipes the blood from that first sucker punch he takes, that's when the real fun begins . I've never been so intimidated by a brawler with printed 2s!
4. synergy - this is one of those examples of why clix is powerful. I don't know this gal from adam, but you've managed to dial her with such personality and inventiveness that I love the dial. the way she can manipulate other people's powers here is amazing, and playing with the blank space on their dials is just pure genius. I especially love that the same power has very different effects when used on an opponent. that elevates the already existing targeting mechanics of perplex to a new level of gamesmanship.
3. atom smasher - this larger than life hero comes with an appropriately larger than life dial to fit in with the kc clix mantra of turning the dial up to 11. it's got just about everything i'd want on a standard al dial (save the jsa ta) which is a must for alternate clix and yet it's very specific to this iteration. what I love most beyond my love of the character is the way you've worked out his isolated click. you lean into the and make him such an obstruction on the map with his passive effects. enemies get sucked in and stuck on him, allies get melee dmg boosted and if there's too much heat he swats everyone away. he's a dial I would gladly leave on his 35 pt line the whole game even if I never trigger making things right again
2. ultra boy - this is amazingly clever. folding sf, iron fist and bizarro all into 1, this impressively short dial casts a longshadowed footprint on the map. he's got it all in 1 package and you can customize his cost to the needs of the team. if we don't get the required sf package for jo, this is how you do him right. what a grand wild dial in style
1. the sea captain - what an amazing end to the set. this super metatextual character (a clix of a comic book comic book character) is amazingly grotesque. the integration of the mechanic throughout and how you've executed the design is a work of art. I only wish we had more teams we could play him on. heck, i'll break theme merrily to put this monstrosity on the board. it's just way too cool and way too fun. well done, my friend. well done.