I couldn’t find a thread with the search function, but assume that other people like to design characters of their own too!
(I cannot be the only uber-nerd here… ![]()
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Post your own, or links to old threads if they’ve simply aged off into the depths of the forum.
------------------------------- My designs -------------------------------
The Vulture (Classic)
Star Rating: 1
Health: Medium
Tile Affinity: Green > Black > Purple
Swoop! - 6 AP
The Vulture swoops, clearing a random row and dealing damage. No AP is generated by the tiles destroyed.
Level 2: Green tiles destroyed generate AP.
Level 3: Black tiles destroyed generate AP.
Level 4: Purple tiles destroyed generate AP.
Level 5: If a Critical tile is destroyed by this power, clear another random row.
Attack of Opportunity - 6 AP
The Vulture launches an opportunistic attack, hoping to catch is target at their most vulnerable. Damages the target for nnn. If they are below 20% of their base health, 5 Green tiles are added to the board.
Level 2: Tiles are added if their health is below 30% of max.
Level 3: Tiles are added if their health is below 40% of max.
Level 4: Tiles are added if their health is below 50% of max.
Level 5: The Vulture heals nnn health.
I did have wilder ideas for a higher-star Vulture who used his Black power to transform to his younger self, gaining a new portrait and powers/bonuses while his countdown was in play… but I thought that old, not-that-powerful Vulture would be more familiar!
“Swoop!” - I wanted this to be use-able but still true to The Vulture, that being he’s usually brought down by his own poor judgement of flying attacks; so cheaper than Arrow Stab but completely un-targeted, and with some potential to generate AP randomly.
“Attack of Opportunity” - A 1* version of Mjolnir’s Might, this would be quite nifty and conceptually combines his cowardice with the vigor (and at max. level life-stealing) he derives from his wicked ways.
Cyclops (Classic)
Star Rating: 2
Health: Medium
Tile Affinity: Red > Yellow > Blue
Optic Blast - 8 AP
Cyclops unleashes a blast of pure energy, clearing a selected row and dealing damage (but not generating AP).
Level 2: Environment tiles destroyed generate AP.
Level 3: Environment tiles destroyed generate triple AP.
Level 4: The opponent loses 1 AP of each color for each Environment tile destroyed by this power.
Level 5: If a Critical tile is destroyed by this power, clear the column that tile was in.
Metabolize Sunlight - 5 AP
Cyclops metabolizes sunlight and ambient energy, recharging his optic energy blasts. Restore 2 Red AP.
Level 2: Restore 1 more AP. Costs 6 AP.
Level 3: Restore 1 more AP. Costs 7 AP.
Level 4: Restore 1 more AP. Costs 8 AP.
Level 5: Restore 1 more AP. Costs 9 AP.
Master Tactician - 10 AP
Cyclops draws upon his years of tactical experience to control the battlefield. Converts 2 basic color tiles into Environment tiles.
Level 2: Target 1 more tile.
Level 3: Target 1 more tile.
Level 4: Target 1 more tile.
Level 5: Target 1 more tile.
“Optic Blast” - MPQ is crying out for a Cyclops to pop up, fire a blast horizontally & wipe out a row! I’ve opted for an Environment tile theme to reflect the uncontrolled nature & raw power of his optic blast, with the L4 AP sapping representing him hemming opponents in (collapsing the roof, shooting down ship) and the 5AP representing his not-as-famous geometry power to ‘bank shot’ his beams.
“Metabolize Sunlight” - Perhaps too controversial to ever see the light of day (at least while cheap-Red powers > all), but it would be fun! (N.B. I don’t like passives, so prefer this to ‘when match Yellow…’)
“Master Tactician” - Seemed an obvious fit once I’d connected battlefield with Environment tiles, and a sometimes nifty ability; I marked it 1 cheaper than Deceptive Tactics on account of Environment matches not dealing damage and being weak on some boards.
Cable (Messiah War)
Star Rating: 3
Health: High (regular high, not Hulk/Juggernaut health)
Tile Affinity: Black > Red > Blue
Doomsday Clock - 3 AP
Cable is forever travelling through time, attempting to avert crises that could spell the end of mutant-kind. Converts a basic random tile in to a Countdown tile. It activates after 6 turns, shattering itself and all Protect tiles on the board.
Level 2: Shatters Strike tiles also.
Level 3: Shatters Attack tiles also.
Level 4: Shatters all special tiles except Countdown tiles.
Level 5: Shatters other Countdown tiles too, dealing nnn damage for each one.
(N.B. “All” includes friendly tiles, “shattering” does generate AP.)
Future Tech - 10 AP
Launch a desperate assault on the enemy using all the future technology at Cable’s disposal, including his own techno-organic body parts. Deal nnn damage for each Countdown tile in play, up to 4 (minimum nnn, maximum nnn).
Level 2: Costs 1 AP less.
Level 3: Increase maximum number of Countdown tiles to 6.
Level 4: Costs 1 AP less.
Level 5: Increase maximum number of Countdown tiles to 8.
(N.B. Like Web Bandages, has a default score even when no applicable tiles on the board.)
Last, Best, Hope - 3 AP
Cable has dedicated his life to the protection of the mutant messiah, and seeing she fulfils her destiny to save mutant-kind. Converts a basic Blue tile in to a 6 turn Countdown tile. When this tile activates, or it is shattered by Doomsday Clock, create a Protect tile.
Level 2: Create a Strike tile also.
Level 3: Create an Attack tile also.
Level 4: Create a Critical tile also.
Level 5: Friendly non-Countdown special tiles are not shattered by Doomsday Clock.
Well, this one certainly ups the complexity! I wanted someone to make wilder use of countdown tiles, which are all over the game but not utilized much/appealingly so far.
As you may have deduced, in the context of Cable’s time-travelling antics special tiles = mutants.
“Doomsday Clock” - This is so very cheap because 6 turns is massively beyond the curve of any character powers; happily Cable players aren’t just waiting for them to actually go-off, though the mutant apocalypse(s) are a big deal for some characters and completely irrelevant to others (which has been a comic-book theme!).
“Future Tech” - This hefty Magnetic Translocation power was my starting-point, since I wanted something to encourage Countdowns (originally I was thinking of it as Vulture’s desperate mortality spurring him on).
“Last, Best, Hope” - Naturally it’s a pun on Hope, but the intent was both to have another Countdown power and also an alternative build to the obvious lay Countdown > blast with Future Tech strategy; the special tiles (mutants) add a little spice to Doomsday Clock detonations, with L5 allowing mutants to survive another apocalypse scenario. ![]()