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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
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Jesus said to him, "I am the way, and the truth, and the life; no one comes to the Father but through Me." - John 14:6 |
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Re: Public Design Post
I saw Sersi and thought that Matter Manipulation would be a good power for Firestorm. I don't know much about the character, so if this write up isn't quite on point, I blame my lack of exposure.
NAME = FIRESTORM SECRET IDENTITY = RONNIE RAYMOND SPECIES = METAUMAN UNIQUENESS = UNIQUE HERO CLASS = CRIME FIGHTER PERSONALITY = SIZE/HEIGHT = MEDIUM 5 LIFE = 6 MOVE = 5 RANGE = 4 ATTACK = 6 DEFENSE = 4 POINTS = 450 MATTER MANIPULATION 5 After revealing an Order Marker on this card and instead of taking a turn with Firestorm, you may roll 5 combat dice. For each shield rolled, place a Wound Marker on or remove a Wound Marker from the Army Card of a figure within 4 clear sight spaces of Firestorm. FIRESTORM SPECIAL ATTACK Range Special. Attack 3 + Special. When attacking with this special attack, you may roll up to X additional dice, where X is equal to Firestorm's remaining Life. All figures within 3 spaces of Firestorm are affected by this special attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Figures with the Lava Resistant special power are not affected by this special attack. After attacking with this special attack, roll one unblockable attack die against Firestorm for each additional die rolled. Firestorm Special Attack may only be used once per round. ENERGY TRANSMUTATION When Firestorm defends against an adjacent attack, you may remove a Wound Marker from this card if he has any excess shields. SUPER STRENGTH FLYING 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
I know he is drafted, and is likely coming down the pipeline, but I figured I'd throw out my design for Cosmo, a personal favorite.
NAME = Cosmo SPECIES = Kanine UNIQUENESS = Unique Hero CLASS = Telepath PERSONALITY = ??? SIZE/HEIGHT = Medium 5 LIFE = 6 MOVE = 6 RANGE = 1 ATTACK = 4 DEFENSE = 5 POINTS = ??? TELEKINETIC BLAST Once per round, instead of attacking, Cosmo may use Telekinetic Blast. All figures within 2 spaces of Cosmo may be placed on any empty space within 2 spaces of their original placement. Figures moved by Telekinetic Blast never take any leaving engagement attacks. TELEPATHIC MANIPULATION When an opponent reveals an Order Marker on a card that has at least one figure within 4 spaces of Cosmo, roll the 20-sided die. If you roll 13 or higher, the opponent's turn immediately ends. Additionally, you may reveal the "X" Order Marker on this card. Take temporary control of that hero and immediately take a turn with the chosen Hero. At the end of the turn, control of the chosen Hero returns to the player who controlled the Hero before the Telepathic Manipulation. All Order Markers that were on the chosen Hero's card will stay on the card. PSIONIC SHIELD An opponent may never take temporary or permanent control of Cosmo or any figure you control that is adjacent to Cosmo. |
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Re: Public Design Post
Not bad! A little too powerful maybe, but a solid start. I have a write-up somewhere, I focused more on the "head of Knowhere's security team" aspect on mine.
".... the Cambridge ladies do not care, above Cambridge if sometimes in its box of sky lavender and cornerless, the moon rattles like a fragment of angry candy" |
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Re: Public Design Post
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Attack wise and offense wise, he isn't really a threat. So I feel this design captures a pretty support heavy character. He can disrupt pods once per round. He can negate turns from opponents who start them within range, and once per round take a turn with them if successful. And lastly he can keep his allies from getting controlled, as long as he is adjacent. Probably looking at around 190? |
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Re: Public Design Post
Well, Telepathic Manipulation blows away Diablo's Sleep Potion 14 or Spider-Girl's Bio-Magnetic Field 12. They're both 140, but you could easily argue that Diablo is worth more, and Spider-Girl is, at the very least, great for her cost. The problem is adding another, similar, power on top of those two. With Diablo+Cosmo, your opponent would almost never get to take another turn. Add John Stewart to move them into place and for offensive support, and you're looking at a crazy army.
6 Life/5 Defense makes Cosmo super hard to KO on top of that. I mean, he's just a dog in a space suit, how come his Life is 50% higher than a standard Human? 4 Attack's also nothing to sneeze at (Enchantress, Cap, and Star-Lord also make it better), and his other two powers aren't broken, but they're very useful as well. ".... the Cambridge ladies do not care, above Cambridge if sometimes in its box of sky lavender and cornerless, the moon rattles like a fragment of angry candy" |
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Re: Public Design Post
The idea of a Life of 6 was that he has lived for so many years. The 5 Defense is due to him being able to telepathically/telekineticly defense in a force field sort of manner. The attack is the same type of mindset.
However, his stats, IMO, are the hardest part to nail down. If you said "let's make his Life 4, Attack 3, and Defense 4", I wouldn't argue it. His powers on the other hand, I feel are essential to the design. I think the 3 represent the most important qualities/abilities he has. The die rolls and whatnot can be debated. However, swapping out 1 in favor of a teamwork/leader esq. ability, could also work. |
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Re: Public Design Post
That power is actually what gave me the inspiration for the Firestorm write-up I came up with.
Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
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Re: Public Design Post
Quote:
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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