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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
Temporal Wormholes needs to clarify when you're allowed to use it normally, 'instead of moving', 'instead of moving and attacking', or what-have-you. It's going to be pretty ridiculous no matter what though.
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 Post
Quote:
Though, I'd suggest the CC Teleportation be D20 based, double skulls, or my personal favorite: 12 combat dice + character movement number. The 12 combat dice based on skulls, is 50/50 for each skull, with an average of 6 spaces. In the comics the CCT is used for far distances, I feel an average of 6, and a max of 12, doesn't really give the most thematic/desired results. I'm just thinking if the power is limited to him being in the start zone, it being instead of taking a turn, and they must be adjacent, there's gotta be a decent result possibility that really makes it worth drafting etc. otherwise why not just walk/fly your 5-6 average movement out of the start zone and still be able to do all of your other things? Love the Start Zone defense, and perhaps an addition should be opponents who are flying over the space can be stopped within 3 as well if the roll is met. I'm thinking something along these lines: NAME = Cosmo SPECIES = Kanine UNIQUENESS = Unique Hero CLASS = Telepath PERSONALITY = ??? SIZE/HEIGHT = Medium 5 LIFE = 4 MOVE = 6 RANGE = 5 ATTACK = 3 DEFENSE = 4 POINTS = 130-150? CONTINUUM CORTEX TELEPORTATION If Cosmo is in your Start Zone, after revealing an Order Marker on the card of Cosmo or a figure adjacent to him, instead of taking a turn with that figure, you may roll 12 combat dice. Place the chosen figure on any empty space within X spaces of Cosmo's current location, where X equals the number of skulls rolled in addition to the movement number on the figure's Army Card. Figures moved by Continuum Cortex Teleportation never take leaving engagement attacks. HEAD OF SECURITY If Cosmo is in your Start Zone, when an opponent's figure that was not within 3 spaces of your Start Zone prior to moving attempts to move onto or over a space within 3 spaces of your Start Zone, you may immediately roll the 20-sided die. If you roll 11 or higher, the chosen figure cannot be moved within 3 spaces of your Start Zone this turn, and must end its movement immediately. PSIONIC SHIELD An opponent may never take temporary or permanent control of Cosmo or any figure you control that is adjacent to Cosmo. He'd essentially be a pure base defense character, enhancing the operations in and around your Start Zone, and protecting those within it. I can dig that. |
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Re: Public Design Post
I like the direction you have for Cosmo. The Start Zone defender and CCT really cover what he does for the GotG/Knowhere pretty well. I think the CCT teleporting should be more precise as it is used to send them across the galaxy and is pretty accurate when considering how big the galaxy is. I'd maybe take another look at how Heimdall works and do something similar. I'd also consider a recall option where you can bring them home when needed. It seems like he should have some kind mental attack though, maybe one that knock OMs off of a card. I'd also drop the life to 3.
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Re: Public Design Post
I'm not familiar with Cosmo in any way, so I can't really say anything about him theme wise, but he looks cool!
On Quentin Quire, I'm feeling this write up is much better! NAME = Kid Omega Secret Identity = Quentin Quire SPECIES = Mutant UNIQUENESS = Unique Hero CLASS = Telepath PERSONALITY = Rebellious SIZE/HEIGHT = Medium 5 LIFE = 5 MOVE = 5 RANGE = 5 ATTACK = 4 DEFENSE = 4 POINTS = ??? PSYCHIC PERSUASION After revealing an Order Marker on this card, if Kid Omega is not engaged, instead of attacking, you may choose any number of Unique Heroes within 10 spaces of Kid Omega for Psychic Persuasion. Roll the 20-sided die, subtracting one from the roll for each figure you chose for Psychic Persuasion. After the 20-sided die is rolled for all chosen figures, for each figure that you rolled 9 or higher for, you may take temporary control of that figure and immediately take a turn with it. At the end of each turn, control of the chosen figure returns to the player who controlled the figure before the Psychic Persuasion. Figures that have the Mental Shield special power are not affected by Psychic Persuasion. MUTANT RIOT Instead of taking a turn normally, you may move each Mutant you control as long as it ends its movement engaged to at least one opponent's figure. After moving each Mutant you control, one at a time, choose a figure engaged to each Mutant you moved this turn and roll an unlockable attack die against the chosen figure. PSYCHOKINETIC DEFENSE When rolling defense dice against a figure that does not have the Mental Shield special power, Kid Omega always adds one automatic shield to whatever is rolled. 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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Math
Here's some quick numbers for Quentin.
Code:
Figures Odds of No Takeover Avg. Figures 1 45.00% 0.55 2 25.00% 1 3 16.64% 1.35 4 12.96% 1.6 5 11.60% 1.75 6 11.76% 1.8 7 13.35% 1.75 8 16.78% 1.6 9 23.16% 1.35 10 34.87% 1 ~Dysole, mathematically My Twitch Channel where I play Scape and other things My YouTube Channel where the games get uploaded later Dysole's Draft Rankings Map Thread (Not responsible for psychic damage) Customs Battle Reports This sentence is seven words long. This sentence is not seven words long. Last edited by Dysole; April 27th, 2015 at 08:26 AM. |
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Re: Math
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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
NAME = Cosmo SPECIES = Kanine UNIQUENESS = Unique Hero CLASS = Telepath PERSONALITY = Loyal SIZE/HEIGHT = Medium 5 LIFE = 3 MOVE = 6 RANGE = 5 ATTACK = 3 DEFENSE = 5 POINTS = 130-145? CONTINUUM CORTEX TELEPORTATION If Cosmo is in your Start Zone, after revealing an Order Marker on this card, instead of taking a turn with Cosmo you may choose any or all adjacent figures to Cosmo and roll the 20-sided die.
HEAD OF SECURITY If Cosmo is in your Start Zone, when an opponent's figure that was not within 3 spaces of your Start Zone prior to moving attempts to move onto or over a space within 3 spaces of your Start Zone, you may immediately roll the 20-sided die. If you roll 12 or higher, the chosen figure cannot be moved within 3 spaces of your Start Zone this turn, and must end its movement immediately. TELEPATHIC PARALYSIS SPECIAL ATTACK Range 4 Attack 4 If an opponent's figure receives a wound from this special attack, roll the 20-sided die. If you roll 12 or higher, remove one Unrevealed Order Marker from the figure's Army Card. Last edited by Arkham; February 2nd, 2016 at 02:24 AM. |
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Re: Public Design Post
I think your math might be a little off
@Dysole
, would not the chance for no takeover be 45% with one selected figure? You only need a 10 or higher to get it, that's a 55% chance of success.
Regardless, the power is insane either way. As is Mutant Riot. Seriously, either of those powers is some crazy powerful stuff, the two of them together on the same card will snap the game in half. 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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ERROR: Improper Function
Quote:
~Dysole, noting that the power affects 330 spaces if you weren't aware of how insane it is My Twitch Channel where I play Scape and other things My YouTube Channel where the games get uploaded later Dysole's Draft Rankings Map Thread (Not responsible for psychic damage) Customs Battle Reports This sentence is seven words long. This sentence is not seven words long. Last edited by Dysole; April 27th, 2015 at 08:27 AM. Reason: New numbers make it even crazier |
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Re: Public Design Post
Shipping Container, Dumpster, Telephone Box
Could be good minis for C3G. |
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Re: Public Design Post
Quote:
That said, you make a good point about 12 dice not always being much better than normal movement. How about: Quote:
What I like about the variable teleportation is that it's harder to abuse, but it's still very useful for Guardian builds. They don't need to stay adjacent, and if they get too scattered moving out, Star-Lord can use Distracting Fire to bring them in together. ".... 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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