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C3G Legacy Archive of all the original discussions and workshops from the first stage of C3G.


View Poll Results: What Dalek Armor power do you like best? (See the OP)
Armor Option 1 0 0%
Armor Option 2 1 11.11%
Armor Option 3 0 0%
Armor Option 4 5 55.56%
Two Shield Defense 2 22.22%
Tough 1 11.11%
Voters: 9. You may not vote on this poll

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  #361  
Old September 7th, 2018, 04:07 PM
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Re: C3G Doctor Who Workshop

Quote:

NAME = THE DOCTOR
SECRET IDENTITY = I

SPECIES = GALLIFREYAN
UNIQUENESS = UNIQUE HERO
CLASS = WANDERER
PERSONALITY = GRANDFATHERLY?

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 4
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = 90?


THE FIRST
Every round after the Doctor is destroyed, before rolling initiative, if there are no insane figures on the battlefield, you may reveal the ‘X’ order marker on this card to add X to your initiative roll.

LEAD FROM BEHIND
If there are no Order Markers on this card, all Human and Gallifreyan figures you control within 4 clear sight spaces add 1 to their defense. After revealing an Order Marker on the card of a Human or Gallifreyan Hero you control, after taking a turn with only that figure, you may move up to two other Human or Gallifreyan Heroes you control up to 4 spaces. If you do, you may not take any other turns with other figures you control.

WEARING A BIT THIN
At the end of each round, if the Doctor has just 1 life remaining, destroy the Doctor.
Thoughts? I'm still very unhappy with the insanity clause.

Last edited by MrNobody; September 7th, 2018 at 04:41 PM.
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  #362  
Old September 7th, 2018, 04:12 PM
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Re: C3G Doctor Who Workshop

The X reveal would probably be enough to keep him from running with the Joker - Joker wants the X to use Reorganised Chaos, he needs an Order Marker to use it and he's not the best figure to have on the front lines.


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  #363  
Old September 7th, 2018, 04:27 PM
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Re: C3G Doctor Who Workshop

Yeah, I don't think Joker is really all that big of a concern here since the Doctor has to die first before he can even start using the power, then once he's dead he needs an OM on his card so that's going to be the X as you are not going to put a #ed OM on a dead card (unless it's from Ozy, then then he uses the X to get that OM). What is the bonus going to be anyway?
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  #364  
Old September 7th, 2018, 04:29 PM
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Re: C3G Doctor Who Workshop

Quote:
Originally Posted by Yodaking View Post
What is the bonus going to be anyway?
I honestly need help with that. What would be a reasonable number considering that it costs you your X but also that the opponent can basically do nothing to counteract it? I originally said 3 or 4, but Tornado thought somewhere 5-10 would be better.
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  #365  
Old September 7th, 2018, 04:37 PM
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Re: C3G Doctor Who Workshop

It needs to be high enough to make it worth placing your X there, but not so high as to seem like you are automatically going to win initiative. +6 seems like a good spot to me.
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  #366  
Old September 7th, 2018, 04:42 PM
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Re: C3G Doctor Who Workshop

I think +6 sounds good!
Quote:

NAME = THE DOCTOR
SECRET IDENTITY = I

SPECIES = GALLIFREYAN
UNIQUENESS = UNIQUE HERO
CLASS = WANDERER
PERSONALITY = GRANDFATHERLY

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 4
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = 90?


THE FIRST
Every round after the Doctor is destroyed, before rolling initiative, you may reveal the ‘X’ order marker on this card to add 6 to your initiative roll.

LEAD FROM BEHIND
If there are no Order Markers on this card, all Human and Gallifreyan figures you control within 4 clear sight spaces add 1 to their defense. After revealing an Order Marker on the card of a Human or Gallifreyan Hero you control, after taking a turn with only that figure, you may move up to two other Human or Gallifreyan Heroes you control up to 4 spaces. If you do, you may not take any other turns with other figures you control.

WEARING A BIT THIN
At the end of each round, if the Doctor has just 1 life remaining, destroy the Doctor.

Last edited by MrNobody; September 7th, 2018 at 05:04 PM.
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  #367  
Old September 8th, 2018, 11:37 AM
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Re: C3G Doctor Who Workshop

If everyone is satisfied with where One is right now, I guess we can keep going.
Quote:

NAME = THE DOCTOR
SECRET IDENTITY = II

SPECIES = GALLIFREYAN
UNIQUENESS = UNIQUE HERO
CLASS = WANDERER
PERSONALITY = TRICKY

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3

POINTS = ???


TIME LORD ADVENTURER
Start the game with the Glyph of Sonic Screwdriver on this card. At the start of the game you may place The Doctor on this card instead of your start zone. If another Doctor you control is destroyed and this Doctor has not yet been placed on the battlefield, before destroyed that Doctor you may switch that Doctor with this one.

“RUN!”
If the Doctor is attacked and at least 1 skull is rolled, you may roll the 20-sided. If you roll 1-9, roll defense dice normally. If you roll a 10 or higher, The Doctor takes no damage and he and all figures you control adjacent to him may immediately move up to 4 spaces. A figure can only run if they end their move not adjacent to any enemy figures.

MANIPULATE
After taking a turn with The Doctor, you may choose a Unique Hero within 4 clear sight spaces of The Doctor. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of the chosen figure and move it up to 4 spaces then return control of the figure to the player who controlled it before the Manipulation. Figures moved with this special power will not take any leaving engagement attacks.
I haven't come up with anything for Troughton that feels particularly inspired.

His character has a lot of similar undertones to Matt Smith's 11th Doctor. He's an awkward little clown who's actually a genius when he needs to be, and his MO usually involves desperately fiddling with some technology, desperately running for his life, rigging up a device of some kind, and skirting around the edges of a scenario convincing people to do things. He's way more manipulative than people would assume from his appearance. He had semi-catchphrases in "Oh my giddy aunt!" and "When I say run...run!"

A big element of the 2nd Doctor's era were "Base Under Siege" stories where the Doctor and friends would have to help a small team of individuals defend against an oncoming and overpowering alien threat. Many of his stories consisted of this basic structure.
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  #368  
Old September 8th, 2018, 01:22 PM
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Re: C3G Doctor Who Workshop

I'd love to see "Run!" trigger on targeting. Rather than having him automatically avoid damage, let them run away from the attack, then if the attack can still hit them, so be it (would need a once per turn/first time targeted each turn cap).

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  #369  
Old September 8th, 2018, 01:25 PM
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Re: C3G Doctor Who Workshop

So if I draft 12 doctors, I can leave 11 off the board to start the game, move the doctor onto a glyph and just camp there until you kill off all 12 doctors if I wanted too?
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  #370  
Old September 8th, 2018, 01:28 PM
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Re: C3G Doctor Who Workshop

Quote:
Originally Posted by Yodaking View Post
So if I draft 12 doctors, I can leave 11 off the board to start the game, move the doctor onto a glyph and just camp there until you kill off all 12 doctors if I wanted too?
Sounds like an exceptionally expensive strategy just to hold a glyph. Why don't you just get Brainiac to camp it?


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  #371  
Old September 8th, 2018, 01:33 PM
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Re: C3G Doctor Who Workshop

Quote:
Originally Posted by Yodaking View Post
So if I draft 12 doctors, I can leave 11 off the board to start the game, move the doctor onto a glyph and just camp there until you kill off all 12 doctors if I wanted too?
I mean if each Doctor is even just 100 points, that’s 1200 points, and I think Surtur would do just as well at that point. Certainly something to keep in mind though, if all of them are basically 1 long-lasting figure.
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  #372  
Old September 8th, 2018, 01:35 PM
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Re: C3G Doctor Who Workshop

Quote:
Originally Posted by IAmBatman View Post
I'd love to see "Run!" trigger on targeting. Rather than having him automatically avoid damage, let them run away from the attack, then if the attack can still hit them, so be it (would need a once per turn/first time targeted each turn cap).
I like that! It could also allow either the Doctor or an ally to engage the attacker and sacrifice themself. Has a power that requires re-targeting been done before that I could look at for wording?
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