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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G. |
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Re: Public Design Workshop
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edit: I changed back to Operative, I really think it makes the most sense and don't think Alpha Flight/Authority should have a monopoly on government sanctioned and deployed superheroes. Last edited by Splash; December 27th, 2021 at 06:03 PM. |
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Re: Public Design Workshop
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Re: Public Design Workshop
I think it’s the complete shutdown of Power Armor figures that makes it once per game worthy. Might be worth twiddling around with that.
At some point I think we discussed the idea of Winter Guard stuff keying in on the Cold personality? Not sure where that landed exactly. |
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Re: Public Design Workshop
Nice Red Riot! I might give him a protection power of some sort - his quirk and role in fights is often to tank hits for his allies. He's a bit juiced stat-wise in my opinion as well. Kiroshima isn't much of an attacker so him attacking at the same level as All Might (even temporarily) feels off.
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Re: Public Design Workshop
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Re: Public Design Workshop
On Red Dynamo:
Cool to see a Crimson Dynamo. It bugs me that the only one we have is like a total rando. Super minor point, it's "Figures with a Power Armor special power" not "the". Power Armor is a like a 'power category' (we might have an actual name for this, but I'm tired) not a special power unto itself. I wonder if it might be more fun to do like: For each skull rolled when attacking with this special attack, the defending figure subtracts 1 from its defense, or 2 from its defense if it has a Power Armor special power. Crimson Dynamo can only use this special attack once per game. Still whammies men of iron, but more interactive / less counterdrafty. Could probably have that as a once per round or whatnot too. I think we were trying to have Cold be the 'Soviet Super People' tag thing. But I think Patriotic is a daft personality that has fundamental problems so I'm biased against it Turning all Mutants into Operatives feels like a really huge effect that doesn't really get us in the right direction thematically IMO. Especially since that's already an Alpha Flight class. Like I think any of his future bodies would just have whatever Class / Personality / etc. we'd use for their team to start with. Ursa Major has a weird and useless class/personality combo, but that's something that needs to be fixed with either an update or a vII there. On Crimson Riot: The SA feels way too strong right now. It's already up to 6 during his 'super round' before you start adding in the wound bonuses and then you can be adding in like 5 or 6 dice on top of that fairly easy? Assuming we add in a Unique Hero restriction since right now you can be getting insane numbers of like +10 and such if you pair him with an event hero. Also seems to largely push him away from thematic allies since most students aren't going to have tons of life. Personally I'm much rather see a true protector power of some sort there and just drop the SA entirely. Like dude's job is usually just to be a walking brick wall, not a 10 dice attack nuclear bomb. There's like 3 guys on his team for that already. Something that stops dudes he's engaged from attacking other peeps or leaving engagement or whatnot feels more thematic and factionally useful to me. My Repaints and Mods: Updated 1-13 My Custom Cards: Updated 4-15 My Custom Superheroes: Updated 1-13 My figure images for online games: Alliance figures, Utgar figures My Etsy Store |
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Re: Public Design Workshop
I read the new Sinister War book, issue 1 the other day and was thinking about a possible Savage Six faction or at least filling out some of the missing figures. Stegron could also give the Cursed Earth T-Rex's some love.
NAME = STEGRON SECRET IDENTITY = VINCENT STEGRON SPECIES = MUTATE UNIQUENESS = UNIQUE HERO CLASS = CRIMINAL/GENIUS? PERSONALITY = ??? SIZE/HEIGHT = Large 6 LIFE = 5 MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 4 POINTS = ??? DINO RAMPAGE [/B]After revealing an Order Marker on this card and taking a turn with Stegron, you may either move up to 4 other Uncommon Dinosaurs you control up to 4 spaces each, or take a turn with one other Uncommon Dinosaur you control. TAIL WHIP When Stegron attacks with his normal attack, you may choose one figure that is adjacent to both Stegron and the defending figure. If the defending figure receives one or more wounds from Stegron's normal attack, the chosen figure receives a wound. TOUGH When rolling defense dice against a normal attack, Stegron always adds one automatic shield to whatever is rolled. SUPER STRENGTH |
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Re: Public Design Workshop
Oh man,
@Tornado
they are practically the same! I'll scrap mine for now. No need to reinvent the wheel.
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