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  #22153  
Old November 17th, 2019, 10:31 PM
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Re: Public Design Workshop

What about something like this?
Quote:
When rolling for initiative, add 2 to your roll for each Order Marker on this card. If there are no Order Markers on this card, instead subtract 6 from your roll.
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  #22154  
Old November 17th, 2019, 10:34 PM
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Re: Public Design Workshop

I like that. Encourages you to at least drop 1 OM his way.
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  #22155  
Old November 24th, 2019, 03:44 PM
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Re: Public Design Workshop

Quote:
Originally Posted by MrNobody View Post
I very much want him to be a potential JLer, because Lex actually was in the JL pretty close to this era. But I also think that making him a slightly questionable pick for the team is both fun and thematic. Make it so the JL can wrangle some of his more negative elements (Batman can modify his S-I role, and Supes can move him out of engagement so he can repair) and he’s both viable as a JL pick but also a bit pricklier than your average member. Or at least that’s the theory.
That's an excellent argument. I'm not familiar with him but that comic image looks pretty cool.

Quote:
Originally Posted by Yodaking View Post
I just don't like having to remember to roll the d20 at the start of every single player turn, then when it 'hits' I'm disappointed that I can't do what I was planning on doing with that OM reveal. It's a chore I don't want to do, with the only result being a negative experience.
My biggest hangup as well.

Quote:
Originally Posted by Yodaking View Post
Making it part of the initiative certainly would make it less of a chore. I could see a new riff on self-importance where, if you roll 1-3/4/5 on initiative, an opponent can move 1 OM from any card in your army to the card with the special power on it. Similar to how Iron Patriot works I suppose. Then it maxes out a 1 disruption per round and doesn't require any upkeep.
Iron Patriot was my instant thought when I saw him.

Quote:
Originally Posted by IAmBatman View Post
HUMANITY'S SAVIOR
While Lex Luthor is on the battlefield:
• add three to your initiative roll for each Order Marker on this Army Card
• if you lose initiative, the player who won initiative may chose one Army Card you control and remove one unrevealed Order Marker from the chosen card.
Quote:
Originally Posted by MrNobody View Post
What about something like this?
Quote:
When rolling for initiative, add 2 to your roll for each Order Marker on this card. If there are no Order Markers on this card, instead subtract 6 from your roll.
What about keeping the idea of SI intact

Quote:
Add 1 to your initiative for each OM on this card. If you do not win initiative and roll a 6 or lower, the player who won initiative may chose one Army Card you control and move one unrevealed Order Marker from the chosen card and place it on this card.
The more OM on his card the less likely he jumps the gun.

Quote:
Originally Posted by IAmBatman View Post
It was a great idea that really brought this concept to the next level and now I just have to convince you of your own brilliance.
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  #22156  
Old November 27th, 2019, 11:13 PM
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Re: Public Design Workshop



NAME = EMPEROR JOKER
SECRET IDENTITY = ???

SPECIES = HUMAN
UNIQUENESS = EVENT HERO
CLASS = PSYCHOPATH
PERSONALITY = INSANE

SIZE/HEIGHT = MEDIUM 5

LIFE = 15

MOVE = 5
RANGE = 6
ATTACK = 6
DEFENSE = 3

POINTS = ???


HIS ONE WEAKNESS
At the start of the game before Order Markers are placed, place a 200 point Batman figure adjacent to any opponent’s figure, and give control of that Batman to that opponent. At the end of any round, if that Batman is destroyed, you must remove all wound markers from its card and place that Batman adjacent to any opponent’s figure and give control of that Batman to that opponent.

JOKER’S WILD 6
Before attacking, you may choose a small or medium figure within 6 clear sight spaces of Emperor Joker and roll the 20-sided die. On a roll of 6 or higher you may do one of the following:
  • Move the chosen figure up to 4 spaces, during which it does not take any leaving engagement attacks.
  • Inflict a wound on the chosen figure.
  • Remove an Order Marker at random from the figure’s card.
You may only choose each option only once per round.

MAGICAL DEFENSE
When Emperor Joker is attacked by an opponent's figure that does not have the Magical Defense special power, the most wounds Emperor Joker can take for this attack is one.

————————
Joker became Emperor Joker when Mr. Mxyzptlk accidentally gave him 99% of his power. Emperor Joker was effectively a god, bending reality and making lots of trouble for Superman. Emperor Joker was only defeated because he could never erase Batman from existance (because Joker defined himself by his relationship with Batman). It's a goofy story but there's a mini and I felt the Batman relationship could make for a fun mechanic.
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  #22157  
Old November 28th, 2019, 12:25 AM
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Re: Public Design Workshop

Cool draft!

I know it's kind of the marquee power, but I'm not sure if His One Weakness works. What if that opponent already has a Batman? It would mess up SI rules. Maybe you could just include a line that allows for 2 Batmen, but what about this as an alternative?
Quote:
HIS ONE WEAKNESS
At the start of the game before Order Markers are placed, choose an opponent's Unique Hero. If an opponent controls Batman, the chosen Unique Hero must be Batman. At the end of any round, if your chosen Unique Hero is destroyed, you must remove all wound markers from its card and place that Unique Hero adjacent to any opponent’s figure.
My only worry there is that it pushes you to pick the weakest opponent's figure possible. Semi-thematic, but potentially less exciting.

Not really sure if he needs Magical Defense, seeing as he's not magical in the traditional sense. Laugh It Off is a fantastic ability, maybe he could have a souped-up variant of that?
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  #22158  
Old November 28th, 2019, 12:50 AM
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Re: Public Design Workshop

Eh, the Batman thing was the fun part of this draft IMO. I figured since armies were already drafted SI rules wouldn't matter, but we can just add a line that allows for 2 Bruce Waynes if it's an issue.

I liked the idea of Magical Defense for the spells (he does some wacky stuff in the story, so having spells as a wide way to represent his abilities felt nice), but Laugh It Off is a really cool power that would be great on an Event Hero. That's a good idea to reuse it here.
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  #22159  
Old November 28th, 2019, 09:29 AM
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Re: Public Design Workshop

Cool write up. Griff had one somewhere that let you field multiple Jokers.

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