Posts Tagged ‘The Rogues’

James Jesse Trickster, Reformed Rogue

August 7, 2008

Head on over to seanvalen’s blog for another preview, to check out a Trickster to go with that Bag of Tricks you saw earlier today.



The Rogues: Design

August 7, 2008

SeventhSoldier here, with a design article for the team you’ve been watching for the last few days: The Rogues.  When it was first decided that the Speed Force would finally get a full-team feature, we thought about things for a little while, and we realized that we just couldn’t have The Flash show up without giving due to his villains.

The Rogues were a tough team to design.  What do they have in common?  Well…they don’t like the Flash.  But, some of them do.  Some of them have powers from tech, some have natural powers.  They’re all in it for different reasons, they all do things different ways.  How do you design a team that seems to have no unifying theme?

Well, the first thing I did was do a little research.  Specifically, one of the most Rogue-rich stories in recent memory, I looked at Rogue War, by Geoff Johns.  This is the first time I realized, though I saw it in Countdown as well, just how divided the Rogues were.  When Captain Cold was in charge, there were rules – no drugs, no killing speedsters.  Blacksmith and her Rogues, on the other hand, were a little more ruthless.  On either side?  James Jesse and a few others, Rogues who reformed and helped the police track down and deal with the remaining Rogues – and Inertia, Zoom, and other evil speedsters known for wanton brutality.  

All this under my belt, I began to revise my character list.  There are some characters I wanted in there because they were Names – like Gorilla Grodd – who I realized didn’t fit well on any of these groups.  There are some characters on there I just thought would be amusing – Folded Man, or Dr. Alchemy.  Again, these Rogues didn’t have a particular affiliation.  I dropped them.

Most of the Rogues didn’t want to kill the Flash.  They wanted to beat him, they wanted to slow him down, they wanted to make money, but they didn’t want to kill the Flash.  But how would that come out?  I ended up deciding that they were stalling.  They didn’t know how to end things.  Either they’d get caught, or they’d kill the Flash, right?  Wrong.  Instead, they just kept the game going as long as they could, and eventually the situation resolved itself when the Flash ran afoul of someone else – like, say, the Black Flash.

So, I began to build them as a stall team, and I realized that, for Cold’s crew, it worked, and I felt like Cold’s crew was important enough to the legend of the Flash to receive a legendary support card, and they built themselves like that.

But I’ve mentioned before how important version was – and Cold’s Rogues operated quite differently from Blacksmith’s Rogues, a slightly more straightforward group focused on causing damage as quickly as possible.

As I said, there are essentially four small teams within the Rogues.  The Speedsters are brutal, but they hurt you almost as much as they hurt your opponents.  Blacksmith’s Rogues are thugs, heavy and simple.  Cold’s Rogues keep things going as long as possible.  The Reformed Rogues wait until the fight starts before they unleash their full powers.

The goal, and the hardest part, was to make sure that they worked great both within and without their specific group.  I’ll leave it up to you to decide how well we succeeded, but I think that they work well together.  In the face of a common enemy, the Rogues will unite, despite their differences, and I hope that this comes out when you see the finalized team.

Tomorrow brings a more morally ambiguous team to the table, and enjoy that, and I hope you all keep enjoying the unofficial DC Universe.

Blacksmith, Blacksmith’s Rogues

August 3, 2008

Well, there are still a few Rogues left that are dual-affiliated with Speed Force – including The Rogues finisher, and bonus points to whoever guesses that one.  But, yesterday I mentioned the importance of version to The Rogues, and I thought today I’d give you a card that went along with that theme more directly.

When things got bad for the Rogues, they split.  Some reformed willingly, others were brainwashed, but the Rogues as we knew it were gone.  Still, all was not well for the Flash, because a new villain took it upon herself to make his life a living hell.

Blacksmith has the ability to reshape and merge with metal, making her a tough lady to bring down.  But the Rogues had more than enough firepower behind them – what they needed was a focus.  Blacksmith provided that focus.

She began her career running The Network, a black market/hide-away for the more villainous elements of Central and Keystone cities, but she moved on from there to dreams of conquest.  To those ends she gathered together remaining Rogues, some old hands, others still new to the game, and formed them into a cohesive unit.

Blacksmith’s card here – and apologies about the text-boxes, we’ve only recently found a decent picture of her that wasn’t loaded down with them – is meant to demonstrate that portion of Blacksmith’s career, as she forms her own group of Rogues, creating new alliances.  You can drop Blacksmith on 2 if you want to, but her real power comes as a plot twist, allowing you to remove her from the game and discard another character card to fetch a character, from any team, that shares a version with your discard.

Blacksmith isn’t The Rogues only tutor, though she just might be the best, and the fact that she is herself easily searchable by cards such as Mobilize make her a useful card.

And join me tomorrow as I replace (not for long, I hope) lebeau to discuss a little bit more about the design behind the Rogues.  ‘Til then, enjoy!