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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 Post
The problem with Timeslip and Terminator is that they come through the Timeslip naked, no guns.
A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
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Re: Public Design Post
Yeah, kind of a bummer theme-wise.
I was thinking perhaps you could give him Makeshift Weapons or some other way for him to gather weaponry. A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
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Re: Public Design Post
Hmm - how about:
NAME = THE TERMINATOR SECRET IDENTITY = T-800 SPECIES = ANDROID UNIQUENESS = UNIQUE HERO CLASS = HUNTER PERSONALITY = DRIVEN SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 4 RANGE = 1 ATTACK = 4 DEFENSE = 6 POINTS = ? Marked for Termination The Terminator does not begin the game on the battlefield. Before rolling for initiative, if the Terminator has not been placed on the battlefield, you may place the Terminator on any empty space within 3 clear sight spaces of an opponent's figure. At the start of the game/When the Terminator is placed on the battlefield, you may choose any opponent's Unique or Event Hero. Immediately after the chosen hero takes a turn, you may move the Terminator up to 2 spaces. If the Terminator attacks the chosen hero with a normal attack, the Terminator may attack the chosen figure again with a normal attack. I Need Your Clothes, Your Boots, and Your Motorcycle (name probably needs changing, but come on, I had to! ) Start the game with a Scavenge Marker (off this card?) At the end of any round, if the Scavenge Marker is not on this card, and the Terminator is on the battlefield, you may place it on this card. The Scavenge Marker adds 4 to the Terminator's range while it is on this card. After destroying an adjacent Human figure without the Superstrength special power, you may place the Scavenge marker on the destroyed figure's card. If the Scavenge Marker is on another figure's card, the Terminator must use the Range (and Attack?) number(s) on that card and may use any special attacks on that figure's card. If a special attack refers to the destroyed figure or the destroyed figure or the destroyed figure's card, it refers to the Terminator or the Terminator's card instead. Cybernetic Repair X At the end of the round, if you reveal an "X" Order Marker on this card, remove one Wound Marker from each Army Card you control with the Cybernetic Repair X special power. SUPER STRENGTH Wording could probably be simplified, and stuff could be cut if needed. Now, he comes through without weapons, but will acquire them at the end of the round and can even scavenge them from Humans! |
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Re: Public Design Post
He usually gets clothes and guns immediately after he arrives in the present, so I don't think it'll be any more of a theme break than Punisher being able to carry
-an assault rifle -an automatic shotgun -a rocket launcher! -whatever sniper riffle his base range of 7 is supposed to represent!!! -and the two handguns seen on his mini all in an average sized, non magical/pocket dimension storing, leather trench coat. life's short, why not make an impact on the world? make some peoples lives better, have a few good laughs, and then when it's all over go out with BANG! |
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Re: Public Design Post
This idea just came to me and I had to get it out before I lost it
NAME = INCREDIBLE HULK SECRET IDENTITY = BRUCE BANNER SPECIES = MUTATE UNIQUENESS = EVENT HERO CLASS = WARRIOR/WARLORD/WARBOUND PERSONALITY = FURIOUS SIZE/HEIGHT = MEDIUM 6 LIFE = 7 MOVE = 5 RANGE = 1 ATTACK = 6 DEFENSE = 6 POINTS = ??? WORLDBREAKER At the end of an opponent's turn, place a red Rage Marker on this card for each Wound Marker Hulk received that turn. Add 2 to Hulk's Attack and Defense numbers for each Rage Marker on this card. GREEN SCAR HEALING Before rolling for initiative, if Hulk has one or more Wound Markers on his card, you may remove 1 Rage Marker from this card. If you do, remove 1 Wound Marker from this card, or the card of an adjacent figure. SUPER LEAP Instead of his normal move, Incredible Hulk may Super Leap. Super Leap has a move of 10. When counting spaces for Hulk's Super Leap movement, ignore elevations. Hulk may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Hulk may not leap more than 50 levels up or down in a single leap. When moving with Super Leap, Hulk will take any leaving engagement attacks. Hulk rolls 3 fewer attack dice on any turn that he chooses to Super Leap. SUPER STRENGTH life's short, why not make an impact on the world? make some peoples lives better, have a few good laughs, and then when it's all over go out with BANG! |
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Re: Public Design Post
Quote:
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Re: Public Design Post
Quote:
WORLDBREAKER Add 2 to Incredible Hulk's Attack and Defense numbers for each Rage Marker on this card. Before rolling for initiative, you may remove 1 Wound Marker from this card or the card of a figure adjacent to Incredible Hulk. That saves a lot of text, and the only major difference is that your version would wait until the end of a turn to amp Hulk's stats. Technically, the marker placement also changes things up slightly (In the original version, Zatanna could remove a Rage Marker to debuff his stats without healing him). I remember a long time ago people were kicking around some ideas for a World Breaker Hulk, and Bats suggested combining Super Leap and Super Stomp; that would be a cool touch, and you'd probably have some room for it with the first two powers consolidated into one. (By the by, could Hulk actually heal people as the Green Scar? Never read the series, but I hadn't heard that before) |
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