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Will there be a Fiddle Promo?

47 posts · 3798 views · started 2013-05-15 03:40 UTC
KE
ketigid
2013-05-15 03:40 UTC
#1

In the lore, Akash'bhuta broke the Fiddle which belonged to the previous Virtuoso of the Void, which meant that the previous Virtuoso of the Void had the Fiddle in addition to the current set of instruments.

And we've seen that classes of cards in a hero deck may be manifested as a power, see Haka of Knowledge.

So, I'm saying we may see a Promo Virtuoso of the Void who is the owner of the Fiddle and the Fiddle is the name of his power. And it'll do an awesome Perform/Accompany combo unseen yet.

RO
Ronway
2013-05-15 03:50 UTC
#2

That would be interesting. Though I think it would be neat if it was the accompany text of any card, though it would make a first turn Melodies useless.

AK
Ax_kidson
2013-05-15 04:32 UTC
#3

I would love some AA promo stuff AA is by a massive margin my favourite
Also maybe the next AA? could be cool, like a guitar or some such?
 

PL
PlatinumWarlock
2013-05-15 04:45 UTC
#4

I'd be keen to see a mini-deck with a new piece of equipment for each Hero:  something that you could just drop into each deck and leave there, but with an expansion symbol to signify that it's not part of the core deck.

Some ideas, perhaps:

Bunker--Plasma Cannon--Power:  Discard 1 card.  Deal 1 target 5 Energy damage.

Expatriette--Carbine--Power:  Deal 1 target 2 projectile damage and draw a card.

Absolute Zero--Exhaust Ventilator--Each time you deal a target cold damage, that target also takes 1 fire damage.  Power:  Destroy this card.  Absolute Zero takes 4 cold damage.

Wraith--Escrima Sticks--Power:  Deal one target 2 melee damage and another player may draw a card.

Ra--Headpiece of the Sun--Reduce all damage Ra takes from villain targets by 1.

ChronoRanger--StimPatch--Power:  ChronoRanger and one other Hero Target regain 3 hit points.

Fixer--Sledgehammer-- +3 damage, Fixer may not draw cards during his Draw phase.

Nightmist--Chains of Carcosa--Power:  Discard one card.  Nightmist takes * damage, equal to the * of the discarded card.  Choose one non-character villain target.  That target is shuffled back into the villain deck.

Omnitron X--Temporal Locator Collar--Place this card in front of an ally.  At the start of OX's turn, that ally may either draw a card or use a power.  Discard this card if the person it is attached to takes 5 or more damage in a single turn.

Legacy--Paul's Lantern--Whenever you draw a card, one other Hero of your choice may draw a card as well.

Fanatic--St. Andrew's Scourge--Power:  Deal 1 target 1 melee damage.  Fanatic regains 2 hit points.

Haka--Hoeroa--Power:  Deal 1 target 5 projectile damage and discard this card.

just some ideas off the top of my head...

DR
Drakossozh
2013-05-15 10:47 UTC
#5

Platinum Warlock, those cards sound amazing. I've half a mind to try them out immediately...

PL
PlatinumWarlock
2013-05-15 12:04 UTC
#6

Give me a day or two, and I can whip up one for each character and format the text, so that it can be dropped onto a card template.

I'm still brewing ideas for the rest of the characters...

FO
Foote
2013-05-15 13:12 UTC
#7

If all the cards from xpac to xpac were the same size and stock that might work. That's not the case unfortunately 

PL
PlatinumWarlock
2013-05-15 13:16 UTC
#8

 

True, but the differences are going to be small.

If sleeved?  Negligible.

Eh--I just think it'd be a cool idea.  Not likely to ever happen, but still! :D

KE
ketigid
2013-05-15 14:23 UTC
#9

Remember, this printer can’t even cut cards to the same size every print run, I think a micro expansion that adds cards to the deck is not possible. Promo characters are good since they don’t enter the deck.

PL
PlatinumWarlock
2013-05-15 15:40 UTC
#10

 

Call it a fanboy project or what-have-you, but I went ahead and finished a draft of cards:  one for each character currently published.

If you're interested, take a look here:  SotM:  Heroic Arsenal

Note that all of this is totally untested; I literally just finished writing them.  I'd be interested in seeing some feedback!  

LM
logan_mann
2013-05-15 16:48 UTC
#11

These are awesome.

Mechanically the only thing that jumped out at me is that Fixer needs a way to get rid of that card so he can draw again. Normally i know he just plays another tool but can he get one without card draw? Perhaps he can other ways, but it would be against the grain for fixer's deck to get stuck with a certain card set.

RO
Ronway
2013-05-15 16:55 UTC
#12

Toolbox or other heroes will still allow him to draw.

 

Also instead of having a section where you have additional information for Expat and Mr. Fixer, wouldn't it make more sense for it to actually be in the effects section as well? It's not like Fixer's tools or Expat's guns have a seperate thing you have to look at to see what they do, it's all listed in the effects of the card.

FO
Foote
2013-05-15 16:57 UTC
#13

Warlock, heres some feedback.

Bunkers card would severly devalue flak cannon. Id suggest a supporting type power instead of another damage power as bunkers main glaring weekness (that engine tried to address) was his support cappabilities.

Tachyon already does a lot of instances of small damage. Maybe changing it to straight 2 sonic would be nice especially against opponents who have DR who normally can shut her down early game.

Legacys Lantern. I like the theme of it. The idea is alright, but you could infinity loop yourself and draw your whole deck and would be way too powerful combined with heros like Visionary or Team Leader Tach. Maybe "at the end of your turn, one hero other than yourself may draw a card" would be much more palatlable in terms of power.

Giving fanatic the power to heal that much on a whim worries me and goes against her theme of burning bright and fast. She already has the highest theoretical hitpoints (assuming both aegis's are used). Maybe a oneshot that prevents her from taking damage for a turn? Called it "Declared Sanctuary" with artwork of her meditating in her belltower (did I remember that story bit right?).

Haka's extra damage is way too much. Maybe an additional 1 or 2. But 5? Good god man haha. He already has some massive blows, I doubt he needs another.

I don't hate Ra's card, but I fear giving him DR of anykind would make him too much of a juggernaut that cant be slowed down. Maybe a card that lets him deal irreducible damage for a turn? I could see that fitting very well within his deck.

Wraith having yet another way to draw seems reduntant since her deck searching is top notch in the game already, and Eye Piece is a stable in most games. I can't think of anything I'd give Wraith as she can do just about everything already at a high level. Thats a tough one. Maybe something like "martial arts master" where she redirects melee attacks or something? Im not sold on that idea either though.

Tempest. Already does massive damage when needed. Maybe augment it to "first time deals lightning damage, heal 1 HP". I picture him conjouring a big storm and the rain and whatnot is constantly refreshing him. Just a thought.

I like giving Visionary a little damage boost. But the extra card draw? May not be enough incentive for her to scrap the damage boost. Maybe retooling it to be like "power: search your deck for an ongoing card and put it on top of your deck. destroy this card", still keeping the third eye name.

Another module for AZ? Dont hate that idea either. Chains nicely with on use power with his other cards in play. Nice idea.

Expat having a card draw gun option is a nice suggestion, although I would suggest the draw not be automatic and as a "on hit" sort of effect. Maybe even reduce the damage to 1 as well but keep the auto draw. Something to think about.

A big slow sledge hammer would go against his theme of being a quick and agile martile artist. His art has him holding a broom, so maybe "Broomstick. Equipment tool limited. Whenever Fixer deals damage, destroy an enviroment card". This would give him some MUCH needed support options and keeps in line with his "bring what you need" attitude.

Very interesting Nightmist choice. Although there is very little drawback (if any to be honest) for such a powerful field control ability. Maybe consider discarding 4 (maybe even 5) cards to activate such an ability and forget the damage aspect. Taking damage does not phase her in the least. There needs to be a noticeable drawback.

The Fiddle is always a good choice. Im not sure about the 3 damage part, maybe consider 2, as that would be way too good considering what he can chain with it.

Chrono's stim pack, while a good idea, seems way too powerful. Like, WAY powerful. You turn him from a hootin tootin cowboy basically into a medic, potentially making the rest of his deck subpar. Why use any other power ever? Id consider rethinking this. He already has a healing bounty remember.

Omni X's collar is pretty freakin cool idea. Plus sesseptable to the damage like his other cards, I feel like this is a nice fit.

For Unity, see my OmniX comment, as it applies here as well. Cool concept.

Wow. What a great name for Scholars card based on what it does. Slow clap for you sir. That made my day. Letting him heal on enviro damage *could* potentially tip the scales and make him absolutly unstoppable. Maybe remove the healing aspect? Or replace it with a card draw instead. I like that idea better in a strange way.

 

Wow. Ok. Thats a lot of type.

 

RO
Ronway
2013-05-15 17:06 UTC
#14

Ready for something completely nit-picky? Legacy's card, it say's whenever Legacy draws a card, Legacy never draws cards. At least not in the game, sure maybe when he is playing poker or something he may but that isn't translated into the game at all. However the hero playing Legacy does the card drawing. In other words it should probably be worded "Whenever you draw a card, one other player of your choice may draw a card as well." Again that is being really not-picky!

PL
PlatinumWarlock
2013-05-15 17:24 UTC
#15

 

Also, Fixer could simply play another Tool out of hand.  Mind you, he'd have to already have such a Tool (or draw one via someone else's turn), but he could still get rid of the Sledge fairly easily.  

I do like the idea of Fixer having a "Big, Slow, Wham!" type attack, even though it might deviate a little on the martial arts quickness idea.  For a brawler-type character, he's really lacking for outright damage.  Plus, Sledge could go really well with the "pierce damage reduction" Styles, which tend to suffer as Fixer struggles to get through DR without something upping his damage.

I really appreciate the quick (and really awesome!) feedback.  I'll tinker with some of the card ideas, based on the ideas you guys have put in already.  Awesome stuff.  Foote, man…that's a lot of revision!  I love it!  Thanks! :smiley:

Edit:  Changes made to several powers, based on feedback from above.  Also added:  Bunker–"Taser", Fanatic–"Chalise of the Sacred Heart", Ra–"Quill of Alexandria", Mr. Fixer–"Broomstick".

RO
Ronway
2013-05-15 17:29 UTC
#16

That's the thing, he isn't a brawler character. He is a field control character. His job his mostly to take down the weaker enemies, especially the ones with damage reduction. He also makes a fairly good tank.

PL
PlatinumWarlock
2013-05-15 18:05 UTC
#17

 

Yeah.  You're right.  It's a misnomer on my part:  brawler in the sense of "I hit things with my fists" moreso than the "I deal tons of damage" sense, I suppose.

Still, when most every character gets some kind of "big nuke"--even Argent Adept gets Cedistic Dissonant--I kind of wanted to see Fixer get a big, slow, smashy attack.  Every fighting game has that sort of guy, right?  And, while the damage is great, it's single-target and comes with a pretty hefty drawback.  Like all of his Tools, the sledge would have its situational uses.  That said, I do like Foote's "Broomstick" as well, which is why I included it in the Excel doc.

BL
BlueHairedMeerkat
2013-05-15 21:20 UTC
#18

I'd change the rug to 'The first time an environment card deals damage each turn', since right now mass-damage versus a minion-heavy villain (or Unity) will instantly net the Scholar a huge pile of cards. Apart from that, these are awesome! :D

AK
Ax_kidson
2013-05-15 23:26 UTC
#19

Would the lantern be too underpowered if it was changed from  "When you draw a card as part of Legacy's Draw phase, one other Hero of your choice may draw a card as well"

to

"Once per each players turn, when you draw a card, one other player of your choice may draw a card as well."

Makes it off turn as well keep it awesome but no looping :)

AK
Ax_kidson
2013-05-15 23:28 UTC
#20

Please read below comment at your own risk

Also I would recommend Artcow they make double sided decks of playing cards, they are a very nice quality ... you would just have to scan the backs of the cards... ummm... I'm starting to feel bad about this

 

AK
Ax_kidson
2013-05-15 23:45 UTC
#21

Ok a few other thoughts
Do you need to have the draw back on Chalice for Fanatic ... seems a bit harsh can't you just choose you use your power to heal 2 ... if this is a bit much heal 1


wording on Corona for Ra is a bit strange ... i understand maybe why you did it but i would up its power a little to make the wording inline with other cards "Reduce all damage dealt to Ra by 1"


Can we change the name of Nightmist card to "Chains of Krakozhia" also I haven't read through every card in Nightmist deck ... but don't they all have a vaule on them ... can this be noted somewhere


What is the type on the card for Construction Pylon for Unity? make mobile repair station the same .... ( sorry if it already is ... my set isn't sitting next to me)

Love the text on O-X that is fantastic
 

Any thought as to how many of these would go in each deck? I mean most of them would be 1 but I think that Legacy might have two lanterns wraith having 3 sticks but Mr Fixer having only one sledge

and I'm going to have to work on one of these I want to make the next AA's instrument :)

Amazing work by the way :)




 

PL
PlatinumWarlock
2013-05-16 00:06 UTC
#22

 

Thanks for the feedback, Ax!

My thoughts with the Legacy lantern were that he'd only be able to grant the additional card a maximum of three times (skip power/play to draw twice, third draw from the Pillars of Hercules), and that's under ideal conditions.

For the Chalice, the advantage lies in the option.  Everyone at the table COULD use their Power to gain the hit points, at the cost of being able to deal damage.  

I'm still up in the air on Ra's card.  Both options are useful for him, giving new options, but they don't really fit his fire schtick much.  Ancient Egypt, sure, but not fire.  I'll toy with it...

My thought for Nightmist's card was to continue the Cthulhu theme; Carcosa features in several Mythos tales as the home of the Great Old One, Hastur.

I'm pretty sure that Construction Pylon has just "Equipment" on it.  I can double check in a little.

Oh, and I would assume that you'd put 2 of each card into a given deck.  Ease of printing, and pretty simple across the board to implement. 

AK
Ax_kidson
2013-05-17 02:17 UTC
#23

I was also thinking for Expat maybe a second item of - Bloodrage Serum +2 damage when Expat reaches half health

or Tight fitting body suit? (ok needs a better name maybe Kelver lined overcoat) Reduce all damage dealt to Expat by 1 ?

PL
PlatinumWarlock
2013-05-17 03:13 UTC
#24

Why not a combo of both?  

Black Trenchcoat--Equipment, Limited--If Expatriette is below 15 hit points, reduce all damage Expatriette takes by 1 and increase all damage dealt by Expatriette by 1.  

I could see potentially increasing the bonuses to +2 if she were below 5 hp, but that might be a touch overpowered.

AK
Ax_kidson
2013-05-17 03:57 UTC
#25

I like it

MC
McBehrer
2013-05-17 17:25 UTC
#26

I'm a bit concerned with some of the balancing; specifically, how AZ's card with focused apertures and his other modules makes him able to create an infinite healing combo, and makes his sustained-damage ongoings even more OP.

RO
Ronway
2013-05-17 18:06 UTC
#27

He would create an infinite healing loop, as when he hits himself with cold damage with Nullpoint in play he doesn't actually deal damage, he restores HP instead.

PL
PlatinumWarlock
2013-05-17 20:00 UTC
#28

 

Can you expand up this a bit more?  As I said, I haven't tested any of these at all.  I haven't even printed them.  Everything here is entirely conjectural.

Cold damage heals AZ, correct?  So, how would adding a fire damage rider provide AZ any more healing than normal?  Walk me through it, if you please.  I can see the interaction with Impale, but the additional damage is kind of the point...

RO
Ronway
2013-05-17 20:58 UTC
#29

He was thinking Absolute Zero would be able to hit himself with cold and than hit himself with fire because of the module you've created, thus being able to hit himself with cold again thus being hit fire again, and repeat it until AZ is max health. Which wouldn't work because he didn't actually deal cold damage to himself.

Edit: To get rid of doing too much extra damage when you deal targets cold damage it could be worded "the first time Absolute Zero deals a target cold damage he deals that target 1 fire damage" it means all targets only get the bonus damage just 1 time rather than however many times AZ can hit someone for cold (which can be a lot).

MC
McBehrer
2013-05-19 08:51 UTC
#30

yeah, you're right. I forgot about that.

PL
PlatinumWarlock
2013-05-19 16:06 UTC
#31

I went ahead and adjusted it such that AZ only gets the fire rider the first time he damages a target each turn.  Better?

SE
Sefirit
2013-05-21 15:43 UTC
#32

I like a lot of these, but some of them seem OP.  Most notably is the quil for Ra.  There are certain ongoings that you just want way more than others and this essentially says play any not currently useful ongoing in your hand and by next turn you will have the best possible ongoing for this current scenario.  Searching for Tempests heal for example, or Legacy's motivational charge or lead from the front or next evelution depending on what you are up against.  You could search for Twist the Ether or changing say a Chastise from Fanatic into an Embolden or Righteous Offensive (don't remember that cards name but its something like that).    All of these seem crazy, a little too crazy.

PL
PlatinumWarlock
2013-05-21 15:55 UTC
#33

 

Fair assessment.  I'd disagree with you on most counts, but I'm interested in seeing what makes them OP--can you offer something more concrete for the remainder?

Would a card discard (2 cards, perhaps) make the Quill less OP?  Or, perhaps, Ra must destroy one of his own Ongoings?  

I'm all for revision, but direction is important, too.

SE
Sefirit
2013-05-21 16:25 UTC
#34

I completely agree that most of these are not OP, just a few.  In fact I really like quite a few of these and feel they are just what that hero needs.  Overall I think the list is very well done.  I looked back over the list again and think I reacted to some based on similar powers that exist in game. 

 

For example Taser reduces damage by 2.  This really might not be that OP, but if you compare it to Hoist Chain, Stun Bolts, LN Rounds, CR's crossbow thing, pretty much anything that reduces damage they all reduce by 1.  I can see how you might be balancing this by its low damage output because may of those other can be buffed by other cards in the deck where as taser would really only be buffed by turret mode.  Still 2 DR is ridiculouly good especially against a boss that is mostly a single target fight ie not a lot of minions that do damage.

 

Tempests heal is not so OP as I initially thought.  Compared to the bounty that heals passively it isn't so different. 

 

I like Third Eye a lot for Visionary, so I guess its good, I just see so many combos with Twist that searching for it is great.  Then again with only a couple copies of this added into the deck I don't think its a problem so yeah, I like it.

 

I love the Expat cards, they seem like just what she needs but I don't think I would buff the damage again at 5 hp for the coat.

 

I agree with an earlier statment about the Nightmist's chains card.  Whats to keep her from just redirecting the damage and getting a play that completely removes something and does a bunch of damage to another target.   I guess to also redirect would take 4 cards out of her hand so it kind of becomes her big awesome attack but I think you follow it up with a use of her base power and only take two damage and have plenty of cards back.

 

CR's Stim patch, we have seen how big +1 damage can be, I think this might be ok if it only worked on him, particularly because that is kind of his thing.  Keep in mind that he is quite capable of putting out 5+ sources of damage in a round much of which is from card play or out of turn power use so a +1 for him is amazing.  Adding in another hero pushes it over the edge.

 

Temporal locator Collar suffers int he same way that Taser does in my mind.  It seems like Embolden but much better.  It offer the choice between a power and a card so thats a bonus, and you don't take any damage so bonus.  Of course you can lose it, but if you get two uses out of it, its better than most one shots in the game.  Also I don't see that kind of damage too often, especially on any character with defensive capabilities so it seems like it could easily last several turns with no penalty for its use.

 

For the Scholar card, someone already mentioned that could be like 10 cards in one turn if an environment hits all targets, so maybe a one per turn max would make it really nice.

 

The Quill, I'm not sure what to do about as far as balancing it.  As soon as I read it though I thought "Holy Crap thats abusable"

 

I like Fixer's cards, but how about one called "Black Belt" or maybe make it a scroll or something that says "At the start of your turn you may destroy a stlye, if you do search your deck for a style and put it into your hand."  Helps him with the idea of swapping stances fluidly but would still take your card play to do it.  Also eventually you might not have the style you want in your deck any more.

FO
Foote
2013-05-21 16:35 UTC
#35

Fixer does not need another style searcher. He has that already.

PL
PlatinumWarlock
2013-05-21 17:16 UTC
#36

 

Wow, ask and ye shall receive, right?  Thanks for the thorough feedback!

I see exactly what you're saying with Taser.  I downshifted it to -1 damage dealt.

I also removed the extra damage buff on Expatriette's trenchcoat.  +1/-1 are pretty sizable as it is.

I adjusted the Decorative Throw Rug such that it only triggers once per turn.

Strangely enough, I'm okay with Nightmist being able to redirect that damage.  If she's got the cards in hand to fuel such an action, she certainly won't in a turn or two, even while using Investigate.  

My thought with CR's Stim-Patch was that he'd essentially start alternating turns:  one round of Stim-Patch to buff and heal, one round of other power to deal damage.  The bigger benefit is definitely the damage buff, but the 1 HP rider is a nice one.  What would you think about making the power affect CR OR a single other Hero, but gain 2 HP?  

Temporal Collar is almost word for word a version of ElectroDeployment Unit.  The only real difference is that it affects a player other than OX and it allows a Power use rather than a card play.  Is it the flexibility of handing it to anyone that makes it OP?  I'm not sure...

I altered the Quill such that both Ra and the target Hero would have to destroy an Ongoing.  That way, it limits the amount of times Ra could potentially use it...it'd essentially cost him both a Play and a Power to use (as he'd have to Play the Ongoing that gets trashed).  Powerful benefit, for a powerful cost.

I'd be tempted to toss Fixer something that alters his Styles, but I'm kind of loathe to impinge on Meditation.  Even still, it could be really neat to see him shifting...wait a second.  Go see "Screw-Stick" now... :D

FO
Foote
2013-05-21 17:29 UTC
#37

What if Fixer had a way to, instead of a way to search for more styles, he had a way to allow him to have 2 styles in play?

I just thought of this and I LOVE the idea. I'm a huge fan of Fixer as is...but house ruling he can play 2 styles is very intriguing. 

RO
Ronway
2013-05-21 19:36 UTC
#38

The main hero I would think that would be cool to have switchable cards in their deck would be Unity. Mainly being switching the Freedom Five bots to the Prime Warden bots.

 

Musical Bot HP4: At the end of your turn Unity and all Mechanical Golems regain 1 HP.

Storm Bot HP6: At the end of your turn this card deals all non-hero targets 1 lightning damage.

Club Bot HP8: At the start of your turn this card deals 2 targets 2 melee damage.

Avenge Bot HP10: Whenever this card is dealt damage by a target this card deals that target x radiant damage, where x = this card's maximum HP minus it's current HP.

 

Seeing as how the other member hasn't been revealed yet I don't have anything for him yet.

SE
Sefirit
2013-05-21 21:13 UTC
#39

Platinum,

I like what you have to say in your last post.  I guess the only I have reservations on are the Stim Patch and Temporal Collar and even those not so much. 

If as you say a CR player starts to alternate with the stim patch my main point is that I think if it only affected him, overall his damage would still go up potentially so including another hero on the bonus is what is too much.  Having it be an EITHER OR might be about right.

With the collar, I think a power use is generally better than a card play purely because it can still be used again on the next turn.  Its less powerful than an out of turn power use since the character would still be limited to only using each power once.  In addition it doesn't really allow for faster build.  The card might not be too OP, but at the very least is very good.  It wouldn't be the only very good card.

 

For the Fixer idea I understand the meditation argument and mostly agree, but overwelmingly my play group thinks that worst part about playing Fixer is that you don't actually change styles or tools much where as if you have access to the cards needed switch something every turn he is much more interesting to play.  Mostly I'm trying to just encourage style changing in some way but I certainly understand the arguement against it.

 

Ronway,  I like those bot ideas.

PL
PlatinumWarlock
2013-05-21 22:10 UTC
#40

 

I already went ahead and switched CR's Stim-Patch to affect 1 Hero only (at +2 HP and +1 damage).

I'm on the fence about the Temporal Collar still, but I see your point--I'll give it some more thought.

I went ahead and tossed Fixer another bone with "Screw-Stick"--two Styles at once could make for some really neat combos.  :D

And, Ronway?  Those Bots are awesome.  Shouldn't StormBot be "All non-Hero targets" though?

RO
Ronway
2013-05-21 22:25 UTC
#41

No… I put all targets because of… Uhh… Yeah it should, accidently left it out, thanks!

KO
Koey
2013-05-22 06:14 UTC
#42

 

This sounds awesome, but is there 5 or 6 Prime Warden? I don't remember.

Cause that would make Unity's deck 41.

 

Edit: Or for all we know Prime Warden bots is what Unity's Nemesis will use in addition to Villan bots:)

RO
Ronway
2013-05-22 12:15 UTC
#43

Only 5, at least from what we can tell by looking at Silver Shadow.

FO
Foote
2013-05-22 12:52 UTC
#44

Assuming silver shadow is indeed showing the whole team, we are only aware of 5 Prime Wardens. The Grey Wardens have...oops wrong game

BR
Braithwhite
2013-05-22 13:34 UTC
#45

If I could suggest one for Bunker that goes in a different direction:

Hard Light Interface: (Equipment, Limited)

Bunker may have multiple copies of the same "Mode" card in play at the same time.

At the start of his turn, Bunker deals himself 2 psychic damage or destroys this card.

When this card leaves play, destroy all mode cards.

 

Modes aren't Limited (as Fixed Point attests), and this way he can do some fun things with multiple copies of upgrade/recharge/turret.

He could become a massive defensive juggernaut with multiple recharge modes, but I think that is comparable to visionary's cocoon or Nightmist's Mist form.

Turret is the one that has the potential to be overpowering, but I think the only way to bypass the "can't play cards" restriction is with Omnitron X...

 

 

PL
PlatinumWarlock
2013-05-22 14:15 UTC
#46

 

I like the concept, but I worry about the complexity of it.  What happens when you have two Upgrade Modes out, and you play a Turret Mode?  Do both Upgrade Modes go away?  Does Hard Light Interface?  Does Bunker still take the 2 Psychic damage if he has 2 Recharge Modes out?  It seems like a lot of mess for minimal reward...

BR
Braithwhite
2013-05-22 14:27 UTC
#47

If you played a new mode, then the normal condtions would re-assert themselves, and you'd get rid of both (or all three) modes in play. He can only have multiple copies of the same mode card- new ones still destryo all other modes cards in play.

Hard light interface is equipment, so it would stick around.  

Recharge mode reduces damage, even damage dealt to self, so you'd reduce it...to nothing if you had plating and 1 recharge, or 2 recharges out.

If it was too little reward, then you could make it so that it instead said:

 

 

Bunker may have multiple copies of the same "Mode" card in play at the same time.

Bunker may always play a "Mode" card, enven when he would otherwise be prevented from playing cards

When this card leaves play, destroy all mode cards.

 

With this configuration, he could give himself extra turret modes- so if he had the powers out, he could start using more and more every turn, at progressively higher damage.  He only has three direct damage powers (Grenade, flak, and omni-cannon), so with all three turret modes out, he'd be able to:

Use flak at +3 damage

Use grendes at +3 damage

Use Omni-cannon at +3 damage

Use 2 other powers (so, both repair modules)

 

and to even do that would require a LOT of setup time and a very, very lucky hand/draw of the cards.

In addition, the ability to always play a mode, even when the environment/villain/whatever would prevent card plays would reflect his tactical flexibility and ability ot adjust to any situation.