HeroClix: Another “Super Strength” Mini-Rant (v1.1)

I’ve gone on and on about the way HeroClix handles objects and the Super Strength standard power before. This is going to be a quick post today, so you might want to wade through some of those older posts, as I’ll draw from ideas presented before.

So, some semi-random comments:

  1. I like the introduction this year of “Ultra Light Objects” that any character can pick up and throw.
  2. I still think any character should be able to pick up Light objects,….
  3. ….but only characters using Super Strength should get the best use out of them.
  4. For example, characters without SupStr would *only* do Object Damage, and could only throw an such an object 2 squares.
  5. Since anyone could pick up ULO’s and LO’s, need some sort of simple rules for “knocking objects out of character’s hands”, maybe something involving that character taking damage or taking knock back?
  6. Characters with SupStr couldn’t have objects knocked out of their hands by characters without SupStr….
  7. ….but could have that happen if the attacker is, maybe, of a higher point value, or larger size?
  8. I bring all this up because I’m expecting to see more ULO special objects. Well, hoping, actually.
  9. Not every object of use for reasons other than smacking someone with it need to be Immobile (blue-ringed) Relics, which have a “chance to pick up” roll.
  10. I think the “Relic roll” should change anyway. Don’t know how. I guess I just hate that *any* character can’t pick up the Cosmic Cube. Actually being able to USE the Cosmic Cube should be separate from picking it up. IMHO.
  11. Also: Objects — Shouldn’t automatically be destroyed when used. Should be a chance for it to be destroyed when used, scaled for type, with a simple die roll.

Just some opinions.

I need to do another post on SupStr, consolidate everything, delete the older posts.

Need more time.

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HeroClix & “Ripping it Up!”: Walls, Rubble Markers, Ultra- Light Objects, Etc. (V1.1)

Okay, so, WizKids has revealed the changes to using objects with the 2014 core rulebook. Good, gotcha. They have introduced a new class of objects: Ultra Light Objects. Excellent!

So,… From time to time, ever since the introduction of a Feat card called “Rip It Up” (which let a character with Super Strength basically equip itself with a Light object from outside the game), some posters over at HCRealms.com have called for the *effect* of RIU to be hardwired into the games rules in some fashion. Most common request is that a destroying walls or blocking terrain would generate Light objects.

Now that we have ULO’s, I kinda agree. It should probably be an “optional effect”, though, part of the “Tactics” section of the rulebook.

IMHO: Any effect that produces a Rubble terrain marker would also produce an Ultra Light Object. 🙂 And in the specific case of busting walls or blocking terrain, a 1-in-6 chance that out pops a Light object instead. 🙂

For those characters that produce the game effect of “erasing” rubble markers, or “re-building” walls, et cetera? If the ULO is still in the rubble square when they do that, then the ULO is removed from the map. If it’s already been picked up? It’s still in play, even if it’s dropped.

Main thing here, like anything else with the game: That it’s as intuitive as possible, that it makes sense without breaking the game balance.

HeroClix & a “Super Strength” Mini-Rant

Please pardon me for the paucity of posts. (Excuse: Real Life.)

caS102

Pictured: An object from the Marvel HeroClix CAPTAIN AMERICA set of 2011. Great set, in my opinion, although it could’ve used more Serpent Society and less S.H.I.E.L.D., and just more of Cap and his friends and rogues in general. Some great versions of Cap, though, at every rarity level.

But,…

That object pictured above, S101 “Shield”. It helps to highlight conceptual problems I’ve posted about before on this blog, and a previous blog, about the power of Super Strength in the game, and the way objects are treated.

Yes, in 2013, they have fixed the “sticky fingers” aspect of Super Strength, allowing pieces holding object to set them down. Yay. About time. Unfortunately, they took away the “blockbusting” aspect of the power to do it, despite most Super Strength characters’ existence being to “break stuff”. But, I’ve ranted about that elsewhere.

Concerning Objects: Said it before, I’ll say it again. Every character should be able to pick up light standard objects. WizKids should also develop a new category of “ultra light objects”, again, objects all characters can pick up (barring any “limitations” via character-defining Traits or something). It’s just that characters with Super Strength should get more out of using Light Objects than characters without SupStr.

Can you dig it?

This is totally separate from the questions of “Relics” or “Resources”, by the way.

Anybody character should be able to pick up that Shield above. Just like any character should be able to pick up a Lantern, or piece of Kryptonite, for example. They probably shouldn’t be able to throw it, or throw it far for much Object Damage (that would be the perk of using Super Strength: better range or Object Damage for throwing, better close combat damage as well). And many “regular special objects” — like the Lanterns or Cap’s Shield — should have effects that only “trigger” when certain characters use them. (Really wish the Lanterns had been done differently. Definitely think scientist and criminal genius Lex Luthor should get more out of using Kryptonite. Et cetera.)

*sigh* “Shield”. Should have at least had the “Continual” language attached to it.

 

HeroClix Tinkering: Carry combat ability, Objects, & the Super Strength standard power. (v2.9)

EDIT (18 JUN 2013): Added in a bit that I’d talked about in other posts, concerning “normal strength characters’ and Light objects. That is all.

UPFRONT NOTES: Okay, with this post, I’ll be deleting some older posts on the same subjects. Fair warning. I picked out sections of the 2013 Core Rulebook and the 2013 PAC, and the 2013 June Player’s Guide for reference.

Subjects:

Super Strength allows character to pick up and hold objects. Allows characters to use that object in an attack, either swinging it in close combat or throwing it in ranged combat. With the

Similar: Carry allows character to pick up and hold other characters.

Room for “Improved” abilities? Or simple re-scaling of rules?

Should it be “Carry: Characters” and “Carry: Objects”?

What about scaling? As in, “size of objects versus size of character”? We have something similar for characters carrying characters now. A character with the {Burst} standard damage symbol and the Carry ability can’t carry a {Giant} or {Colossal} character. Should something similar be used for Super Strength characters? Thinking mainly about Tiny-sized characters and Super Strength,maybe not being able to use Super Strength to pick up Ultra-Heavy object (without additional language on the character card, like a tailored Trait or Special Power), but could also be used to allow character larger than “standard-sized” to hold more than one object. A Giant character with Super Strength could hold up to to two Light objects, or one Heavy or Ultra-Heavy object; maybe a Giant-sized character without Super Strength could use Light objects as if it had Super Strength. Colossal characters with Super Strength could hold up to two Light and/or Heavy objects, but still only one Ultra-Heavy object (unless a Trait of Special Power says other wise); a Colossal character without Super Strength maybe should be able to use one Light or one Heavy object as if it had Super Strength? Methinks there be opportunity here.

“Object Damage” : Okay! Stick with me on this one: Right now, the effects of “Object Damage” are only used when an object is thrown during a ranged combat attack. When an object is used in a close combat, a character’s printed damage value is modified instead. I think this just isn’t right. Whenever an object is used, “Object Damage” should be what is used, then the effects of Super Strength allow modification to it, maybe based on the character’s printed damage value, either modifying the “Object Damage” in close, or the number of squares the object can be thrown (rather than set ranges a “weight class” of object can be thrown).

What about folding the Capture combat ability in with the Carry rules? Capture basically involves “seizing” an opposing character and holding on. Maybe how many captives a character using the Capture ability can hold then should scale according to the sizes of the characters involved? Which could then be further modified via Trait ability or Special Powers? (I’ve kinda tinkered with this in a Ret-Con I did for the old HYPERTIME Era Sinestro “Big Fig” Colossal awhile back. Look it up.)

Also, getting back to Super Strength, still think it should have some sort of effect, maybe “scaled” by the point-value of the character, that doesn’t *just* revolve around picking up objects. What about knockback? A character with a point-value above 100 points with Super strength could get a chance when fighting a “larger” opponent, like a Giant character, to knock it back when it deals a successful close combat attack and has rolled doubles. “Comic Accuracy”.

More to come, I hope, but I have to start working today, so, that’s all for now…. Later!

[EDIT, 18 JUN 2013]: For got one thing I’ve mentioned before when talking about this: “Normal Strength” Characters and Light objects. I still think “normal” characters should be able to pick up and use Light objects in an attack. As I stated further up-post, I just think Super Strength characters should be able to get “more out of them”. So, a “normal” character would not get any bonuses for using it in an attack, and could only through it, say, 2 squares.

Which opens up for another thing I’ve talked about before on this blog: Gray-ringed “neutral” objects, or maybe I should re-christen them “Ultra-Light Objects”? Objects any one can pick up. Possibly Special Objects, just on Relics.

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For reference, selected entries from the 2013 core Rulebook, 2013 core Powers & Abilities Card, and 2013-JUN Player’s Guide —

Super Strength [Attack slot standard power] When this character moves due to its own action, it may either pick up an object or place an object it is holding. The object must be picked up from or placed in either a square the character occupies or an adjacent square. If this power is lost or countered while this character is holding an object, immediately place the object in the square this character occupies.

Carry [Combat Ability] When moving as a result of being given an action, this character may carry one friendly character. When this ability is used and a character is carried, modify this character’s speed value by –2 until the end of the action. The following characters can’t be carried: Larger characters, multi-based characters, characters holding an object, and characters with any of the following combat symbols: {Foot/Transporter}, {Wing}, {Wing/Transporter}, {Dolphin/Transporter},{Duo}. To be carried, the friendly character must be adjacent to this character at the beginning of this character’s action. When this character ends its movement for the action, the carried character must be placed in a square adjacent to this character. While being carried, a carried character is not adjacent to any other character, nor can it draw a line of fire until placed at the end of this character’s movement for the action. A character which has been carried this turn can’t be given an action (other than a free action) until the beginning of the next turn.

Capture (Combat Ability) Give this character a power action and make a close combat attack that deals no damage against a single opposing character with the or damage symbol; targets that can use Phasing/Teleport or Plasticity modify their defense values by +2 for the attack. If the attack succeeds, the target character is captured and is called a captive.

Remove a captive from the battlefield until it is rescued (see below).

If this character has three captives, it can’t capture another character until at least one of the captives is rescued or released (see below), and it can’t make close combat attacks.

If this character has any captives when it is knocked out, before removing this character from the game, each captive is rescued (see below) by the active player..

Releasing captives. When it occupies its starting area, this character can be given a power action to release one of its captives into an adjacent unoccupied square also in the starting area. A released captive is immediately defeated, and this character’s player receives additional victory points for the released captive equal to 50 points or the released captive’s point value, whichever is less.

Rescuing captives. Characters friendly to a captive can attempt to rescue that captive. To do so, give a friendly character a power action; it makes a close combat or ranged combat attack that deals no damage against the target character that captured the captive. The target modifies its defense value by –1 for the attack for each of its captives. If the attack succeeds, the attacker chooses a friendly captive. The captive is rescued and put into an unoccupied square adjacent to the target of the attack. The rescued character now has one action token regardless of how many it was previously assigned; it can be given an action in the same turn it is rescued, but it is pushed normally.

Countering Capture. When Capture would be countered, roll 2d6; if the result of the roll is not doubles, Capture is not countered. If Capture is countered, all captives of this character are rescued immediately.

OBJECTS A HeroClix Game can include up to six standard object tokens – round cardboard tokens that represent items characters might find on a battlefield. Objects are parts of the battlefield that characters can use as weapons or cover in combat. Most objects can be moved, picked up, and used by characters if their powers and abilities allow them to do so.

Objects are either light (yellow-ringed object tokens), heavy (red-ringed object tokens), or immobile (blue-ringed object tokens). Objects without special effects are called standard objects and follow all rules in this section normally. Objects with special effects are called special objects and are discussed in Part 4: Tactics (see p. 20).

OBJECTS IN YOUR FORCE You may bring up to three objects as part of your force to a game. The first two objects added to your force must be different types (heavy, light, or immobile), and the third object can be any type, though you must have at least one heavy and one light among your three objects. Standard objects cost 0 points to add to your force.

PLACING OBJECTS Between Steps 2 and 3 in the “Preparing For Battle” section (see p. 5), players can place objects. Starting with the first player, each player takes turns placing one of their objects. Objects must be placed in clear terrain outside of any player’s starting area.

LIGHT AND HEAVY OBJECTS Heavy and light objects can be placed, moved, picked up, and held by characters through certain game effects.

OBJECTS AS TERRAIN A square containing an object not held by a character is hindering terrain.

DESTROYING OBJECTS Objects can be destroyed using the rules for destroying a square of blocking terrain (see p. 13). A character in the same square as an object does not take damage when the object is destroyed. An attacker can’t target both a character and an object with the same attack. A destroyed object is removed from the game and does not cause a debris marker to be placed.

IMMOBILE OBJECTS Immobile objects can’t be picked up, held, moved or placed by any game effect unless specified by the object’s abilities.

USING OBJECTS AS WEAPONS Some powers and abilities (such as Super Strength) allow a character to pick up and hold an object, and then use it in close combat and ranged combat attacks. An object is removed from the game once it is used in an attack, even if the attack fails or is evaded.

PICKING UP AN OBJECTWhile a character using Super Strength is moving due to its own action, it can pick up an object. The object must be in either a square the character occupies or a square adjacent to one the character moves through. A character can pick up an object even if another character occupies the same square as the object. Immediately place the object token someplace that indicates the character using Super Strength is holding the object. If entering that square requires that the character end its movement, it can’t pick up an object adjacent to that square (the object must be in either a square the character occupies or in an adjacent square). If a character is not holding an object and is given an action that requires the character to not be holding an object during that action, then the character can’t pick up an object during that action.

HOLDING AN OBJECT A character can hold only one object at a time. When an object is held by a character, it occupies the same square(s) as that character, but can’t normally be targeted, destroyed, or taken away from the holding character. If, however, a character holding an object is defeated or loses the ability to use Super Strength, the character automatically drops the object, which stays in the square the character occupied when it was defeated or the power was lost. If there is already an object in the square when an object is dropped, the dropped object is removed from the game.

Moving characters holding an object may place it on the map in a square adjacent to one they move through or in the square they occupy. However, during a single move, a character may either pick up an object or place it, it can’t do both.

USING OBJECTS IN CLOSE COMBAT ATTACKS A character holding an object and making a close combat attack against a single target must use the object in the attack unless the character is using a power that will deal no damage. If a character is using a light object in a close combat attack, modify the character’s damage value by +1 for the attack; if using a heavy object; modify the character’s damage value by +2 for the attack.

USING OBJECTS IN RANGED COMBAT ATTACKS A character holding an object may throw it at a single opposing character; a character holding an object does not have to attack with the object when given a ranged combat action. To throw an object, give the character a ranged combat action and make a ranged combat attack, even if its range value is 0. Regardless of the attacker’s Range Value, light objects can be thrown 8 squares; heavy objects, 6 squares. Regardless of the attacker’s damage value, a successful ranged combat attack with an object deals Object Damage. Object Damage means a light object deals 2 damage; and a heavy object deals 3 damage.

ULTRA HEAVY OBJECTS An Ultra Heavy object is a heavy object with a purple ring instead of a red ring. Ultra Heavy objects follow all of the rules of heavy objects with the following changes:

• Characters with a point value less than 100 can’t pick up or hold this object. Any game effect that would lead to this results in the object being dropped immediately, as if the character lost Super Strength.

• When used in a close combat attack, modify the character’s damage value by +3 instead of +2.

• The object can’t be used to make a ranged combat attack.

• The object can’t be targeted by Telekinesis.

• The object is only destroyed when it is dealt 4 damage (instead of 3).

• This object may occupy more than 1 square.

3-D OBJECT: A three-dimensional sculpture marked with the {Gear} symbol.

HEAVY OBJECT: An object that can be carried or moved and modifies a character’s damage value by +2 when used in a close combat attack or deals 3 damage when used in a ranged combat attack. Heavy object tokens have a red border.

IMMOBILE OBJECT: An object that can’t be held, placed, or moved by any game effect. Immobile object tokens have a blue border.

LIGHT OBJECT: An object that can be carried or moved and modifies a character’s damage value by +1 when used in a close combat attack, or deals 2 damage when used in a ranged combat attack. Light object tokens have a yellow border.

OBJECT TOKENS: Round pieces of cardboard that represent objects on the map.

PLACE (OR PUT): To place (or put) a character or other game element in a position on the map; a character that previously occupied another position on the map is not considered to have moved if it was placed.

RELIC: A special object that is Immobile and can’t be destroyed. Characters occupying a square containing a relic may be given a power action and then roll a d6 that can’t be rerolled. On a result matching the relic value noted on the object, the relic is placed on the character’s card.

RESOURCES: A game effect assigned to your force or a character on your force. The effects of each resource are defined on the resource’s instruction card.

SPECIAL OBJECT: An object token or 3-D object printed with the symbol.

ULTRA-HEAVY OBJECT: An object that can only be carried by characters with a point value of 100 points or more. Ultra-Heavy objects modify a character’s damage value by +3 when used in a close combat attack; they may not be used in a ranged combat attack or placed with Telekinesis. Ultra Heavy object tokens have a purple border and are only destroyed if they are dealt 4 or more damage.

Tinkering: Super Strength (2011; v5.5)

NOTE: Third go-around for this bit of tinkering.  “Home use only” rules for objects and Super Strength.

Intent:

  • Add greater utility to the Super Strength standard power, as once all objects are gone from the map the only use for the power is “wall-busting”.
  • Resolve some “irritations” involving the use of Objects and how they are used for attacks in the game.  Key to this is the “Object Damage” replacement value.  Object Damage is already in the game, but the use of objects “see-saws” back and forth between using object to modify damage or replace the damage value.

I’ll present these “tweaks” up front, then “work backward” through the “whys”.

Super Strength (“HC_Tinkerer’s Definition”)  When this character moves due to its own action, it may pick up a Heavy object and hold it; the object must be either in a square the character occupies or in an adjacent square.  When this character moves due to its own action, it may set an object it is holding down in any adjacent square of clear terrain. If this power is lost or countered while this character is holding an object, immediately put the object in the square this character occupies.  When this character uses an object in a close combat attack, modify Object Damage by +1.  When this character uses an object in a ranged combat attack, its Range value becomes 8 for Light objects, 6 for Heavy objects.  When this character makes a close combat attack targeting blocking terrain, a wall, or an object, modify its damage value by +2 for the attack. When this character makes a close combat attack when not holding an object and occupies or is adjacent to printed hindering terrain, modify its attack value by +1.

OBJECT TOKENS: (From the 2011 Core Rulebook) Round pieces of cardboard that represent objects on the map.

OBJECT DAMAGE:  (“HC_Tinkerer’s Definition”)  A replacement damage value used when making attacks with Objects.  (Some sort of definition needs to be added to the official glossary for Object Damage, in my opinion.)

HEAVY OBJECT: (“HC_Tinkerer’s Definition”)  An object token with a red border that can only be picked up, held or moved by a character using Super Strength, and has an Object Damage value of 3.

LIGHT OBJECT:  (“HC_Tinkerer’s Definition”)  An object Token with a yellow border that can be carried or moved, and has an Object Damage value of 2.

IMMOBILE OBJECT: (From the 2011 Core Rulebook)  An object that can’t be carried, placed, or moved by any game effect. Immobile object tokens have a blue border.

Other changes to Core Rules:

PICKING UP AN OBJECT  (Changes to 2011 Core Rulebook, page 19)  While a character is moving due to its own action, it can pick up and hold a Light object; if it is using Super Strength, it can pick up and hold a Heavy object. The object must be in either a square the character occupies or a square adjacent to one the character moves through. A character can pick up an object even if another character occupies the same square as the object. Immediately place the object token someplace that indicates the character is holding the object. If entering that square requires that the character end its movement, it cannot pick up an object adjacent to that square (the object must be in either a square the character occupies or in an adjacent square). If a character is not holding an object and is given an action that requires the character to not be holding an object during that action, then the character cannot pick up an object during that action.

HOLDING AN OBJECT  (Changes to 2011 Core Rulebook, page 19)  A character can hold only one object at a time. A character can’t drop an object once it is held; when this character moves due to its own action, it may set an object it is holding down in any adjacent square of clear terrain. An object held by a character can’t normally be targeted, destroyed, or taken away from the holding character. To dispose of a held object, the character must use it in an attack. If, however, a character holding an object is defeated or loses the ability to use Super Strength, the character automatically drops the object, which stays in the square the character occupied when it was defeated or the power was lost. If there is already an object in the square when an object is dropped, the dropped object is removed from the game.

USING OBJECTS AS WEAPONS (Changes to 2011 Core Rulebook, page 19) Characters holding an object may use it in a close combat or a ranged combat attack. An object is removed from the game once it is used in an attack, even if the attack fails or is evaded.

USING OBJECTS IN CLOSE COMBAT ATTACKS  (Changes to 2011 Core Rulebook, page 19)  A character holding an object and making a close combat attack against a single character must use the object in the attack, as shown in Figure 16, unless the character is using a power that will deal no damage. If a character is using an object in a close combat attack uses the Object Damage value instead of its own damage value.

USING OBJECTS IN RANGED COMBAT ATTACKS (Changes to 2011 Core Rulebook, page 19)  A character holding an object may throw it at a single opposing character, as shown in Figure 17; a character holding an object does not have to attack with the object when given a ranged combat action. To throw an object, give the character a ranged combat action and make a ranged combat attack, even if its range value is 0. Regardless of the attacker’s Range Value, light objects can be thrown 2 squares by characters not using Super Strength.  Regardless of the attacker’s Damage Value, a successful ranged combat attack with an object deals Object Damage. 

** Main point of the above change: Any character may pick up and hold a Light and use it in either a close combat or ranged combat attack.**

 **FYI: To be clear, the 2011 changes to the Telekinesis standard power mean TK’ers “place” rather than “move” objects; TK’ers do not “pick up and hold” objects.**

**Still considering whether or not to add in language similar to the “AlphaClix” version of Super Strength, which lets a Super Strength character adjacent to *printed* hindering terrain modify its damage value by +1 (think of it as “improvising a weapon”).

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Originally started tinkering with super strength late last year.  Thought/felt I had to start mucking about with the core rules around the beginning of the year.  Started posting to this blog about it back around June or July sometime.  Been tinkering with it off and on since.  Considering this is “home rules only” stuff, this is as close as I can get to a “Final” set of rules.  Hope it’s useful to others.

I think the coolest change was allowing any character to pick up and hold a Light object.  Considering WizKids has been using the Light object to “portray” everything from Power Batteries (“Lanterns”) to various forms of Kryptonite to fricking VCRs, any character should be able to pick up a Light object.

Now WizKids just has to introduce new Light object tokens and “phase out” some older tokens from tournament use.  Just for aesthetics.  A desk is more of a Heavy object.  (Trust me on that.  I’ve been in the process of moving from one house to another.  Lamp? Light.  Chair? Light (mostly).  Desk?  Table?  Flippin’ Heavy.  Possibly groin-straining, testicle-popping heavy.

Which leads me to —

We could use a new class of objects, as well as some additional or maybe optional or “advanced play” changes to existing types of object definitions.

  1. Gray-ringed: *NEW* Class of object tokens that any character can pick up and carry.  Object Damage of 0 (zero).  Intended for special object powers or abilities.  Hook: Transferring the object, as in giving it from one character to another.  Cap’s shield,  Ultimate Nullifier, Spider-Tracer, whatevs.  
  2. Orange-ringed: We currently have a type of orange-bordered terrain which, when it appears on maps, is considered a “special terrain” with its own effects, spelled-out in text on the map itself.  Might be interesting as a class of special objects, possibly as something that is “hazardous” to the character holding it, balance a beneficial effect with a side effect.  OR, could be used for “Constructs”, adapting and/or improving upon the mechanics introduced with DC75’s Larfleeze character.
  3. Blue-ringed: Immobile, same as before.  **I think game design should be open to non-Special blue-ringed objects.  Sometimes, as a player, you just want to plunk-down an object for use as cover or concealment in an area where you need one.  Can’t be moved, can be destroyed.  
  4. “Weight Class” — Thank you, WizKids Game Design, for giving us varying levels of elevated terrain!! 😀  Inspired me to come up with similar notation for Heavy Objects.  Current notations I’ve been trying —
  • “H1” or possibly no designator (the “default”) — These Heavies can be used as “concealment” (acts as Hindering terrain), the square it occupies can also be occupied by a character.  Same as it’s always been.  Object Damage: 4.  Object Range: 6.
  • “H2” — Can be used for “cover” (Blocking terrain), character can occupy the same square, but LoF to and from the character is blocked.  Object Damage: 5.  Object Range: 5
  • “H3” — Can be used as “Cover”, but characters can’t occupy the square or squares this item is in.  Object Damage: 6  Object Range: 4  **Experimented with a girder-looking piece of plastic I glued to a old “peanut” double-based that I’d borrowed the dial out of.  Feeling good about that.  Thinking it could be a {Gear} H3 Heavy, allowing the user to close combat attack a character 2 squares away.  Haven’t tested that.  Yet.  I think that I’ll need to borrow language from the Giants.  🙂  Opens up possibilities of “peanut” and “2×2” Heavy objects.
  • Thinking these could by represented as an “H#” in a red disc graphic on the token, or in a {Gear} symbol to note a Special Heavy object.

Too much?

Dunno.  Been fun, though.

Been trying to get the language for a new Super Strength definition right, as well.  Pick up and use objects, being able to destroy walls or objects kept, etc.  Want to word it such that the “sticky fingers effect” can be done away with, currently have it as an end-of-turn free action kind of option.  Also, was working in language from the AlphaClix definition of Super Strength, so that when all of the objects are gone — or the SupStr character hasn’t had a chance to grab one — he can “improvise” a weapon, but instead of modifying damage I want to modify the attack value. (See my Absorbing Man Ret-Con.)

Also, been experimenting with “Object Durability“; wanted the Gray-ringed and Blue-ringed to be indicated by the accompanying card; Light objects could now be destroyed by dealing 2 damage, and with Heavies it would depend on the Weight Class.  Not fully tested.   Tying it to Weight Class would be cool, but it would require a change to the SupStr language for destroying objects.

Finally, been experimenting with some Traits for older characters, object and/or terrain “creation”.  That’s where the Blue-rings came in.  Was toying with the old ICONS Terra unique.

I haven’t got all of the answers yet, but this is worth pursuing a bit more.

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