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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
Oof, okay. I had meant it more as a downside to bring down cost, but if it's that bad probably just not worth drafting.
What about this for the beginning "When rolling for initiative, you may add +1 to your roll for each Assassin, Criminal, or Thief Unique Hero you control, to a maximum of +4. When an Assassin, Criminal, or Thief Unique Hero you control is destroyed, you may not activate this power for the rest of the game and each opponent may add +1 to their initiative at the beginning of the next round." Followed by the team up part "Once per game, after revealing an Order Marker on any card you control and instead of taking a turn with that card, you may choose any two Unique Heroes you control that are Assassins, Criminals, or Thieves. Beetle may be one of the chosen Heroes. Take a turn with each chosen Hero, one at a time. You may not take any additional turns." Last edited by Splash; October 1st, 2020 at 05:35 PM. |
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Re: Public Design Workshop
It looks like the sticky hands are more for just ripping up metal and pieces of wall and throwing them, so that might just amount to super strength, he does seem to use them for grabbing/holding onto loot, could this come across in a glyph related power, maybe not dropping items as easily?
Also, if Suction Grip were to be dropped, I might like to add this, as he's supposed to be able to fly silently and it'd be nice to see that sort of evolve into Mach V's Evasive flying STEALTH FLYING When Beetle starts to fly, if he is engaged he will not take any leaving engagement attacks. |
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Re: Public Design Workshop
Yeah, I think you'd need at least a 3:1 ratio for that (+3 initiative for each defense die given up).
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Re: Public Design Workshop
I like the switch to Stealth Flying!
I like the current Syndicate mechanics but it feels a bit too much like two powers stuck together; the initiative mechanic and the turn mechanic feel disconnected. Just trying to massage it a bit: Quote:
Couple alternate ideas: Quote:
Quote:
I went "no LEAs" over upping Move because I think that's a pretty significant boost for guys like Rhino and Shocker. |
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Re: Public Design Workshop
Thanks Ronin, your Spidey thoughts are always appreciated!
Any ideas on a possible workable downside to represent "things falling apart" that wouldn't be too stuffing for the first one? I like keeping the initiative bit cause it encourages that there's more of a full team/Syndicate, rather than just the one time duo team-up. |
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Re: Public Design Workshop
"When rolling for initiative, if you have not yet used this special power to take any turns, you may add 1 to your roll for each Assassin, Criminal, or Thief Unique Hero you control, to a maximum of +4. Once per game, after revealing an Order Marker on any card you control and instead of taking a turn with that card, you may choose any two Unique Heroes you control that are Assassins, Criminals, or Thieves. Beetle may be one of the chosen Heroes. Take a turn with each chosen Hero, one at a time. You may not take any additional turns and each opponent may add +1 to their initiative at the beginning of the next round."
Would the initiative boost to opponents be too crammed in at the end? Also I just realized does no additional turns just stop stacking or is that a downside as well if you aren't revealing the third OM. |
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Re: Public Design Workshop
He really shouldn't be that good and I don't think he should cost more than MACH I, so maybe just the initiative bit if there isn't enough downside idk
"When rolling for initiative, you may add +1 to your roll for each Assassin, Criminal, or Thief Unique Hero you control, to a maximum of +4. When an Assassin, Criminal, or Thief Unique Hero you control is destroyed, you may not activate this power for the rest of the game and each opponent may add +1 to their initiative at the beginning of the next round." Last edited by Splash; October 2nd, 2020 at 02:36 PM. |
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Re: Public Design Workshop
Ooh, yes, that sounds good.
"When rolling for initiative, add 1 to your roll for each Assassin, Criminal, or Thief Unique Hero you control and subtract 1 from your roll for each Unique Hero you controlled at the start of the game that you do not currently control. Once per game, after revealing an Order Marker on any card you control and instead of taking a turn with that card, you may choose any two Unique Heroes you control that are Assassins, Criminals, or Thieves. Beetle may be one of the chosen Heroes. Take a turn with each chosen Hero, one at a time. You may not take any additional turns." I underlined cause I'm not sure on the wording. Also, once again, maybe just the initiative bit, if the team-up pushes the cost too high and so he doesn't outshine Kingpin and DocOck and the like Last edited by Splash; October 2nd, 2020 at 03:16 PM. |
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