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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 Workshop
Fwiw, I fully plan on full-blown Injustice League Supervillain leader Lex hovering around 200. It's what a character can contribute rather than necessarily how strong their individual powers are that points should be based on, and if this guy's a big deal and a leader within his sphere, then hovering around 200 with that powerset you've got seems pretty good to me, and I absolutely agree with what you're saying about the interplay with Strategic Intervention. It is only once per round, anyway - with a hefty enough price tag, it should work.
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Re: Public Design Workshop
Business suit Lex and Legion of Doom supervillain Lex are almost different characters though. I suppose it also feels slightly off because Brainiac 5, who is smarter, is at 130. I do think Vril Dox/B2 has more clout than B5 in-universe (leader of a massive organization vs. member of a superhero team) but having B2 be 70 points more than his more intelligent descendant feels a little off.
That said, how about these powers as alternate suggestions? Quote:
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Re: Public Design Workshop
Manipulation and Negotiation are really powerful abilities, but adding more copies of them isn’t necessarily super dangerous anymore. Ship kinda already sailed there since we have at least three of them already, so you can already just eat a dude’s whole round if you’re lucky (though that is a lot harder to do than it sounds).
Big thing to watch out for is stacking them in a faction, especially one that can give double turns to two Negotiators, I think. So like, definitely no more Mutants with Negotiation. 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 Workshop
I think that's a valid point. If I was able to draft 6 different Negotiation/Manipulation figures I could theoretically tie up most if not all an opponent's figures with my OM removers, then use an OM manager to activate whichever one I wanted to use to strip the opponent of OMs. I'm probably getting limited returns with each OM remover I draft, but it could be a strategy that works. We currently have 3 Negotiation/Manipulation figures, so I could see how we should be careful adding more.
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Re: Public Design Workshop
NAME = TERROR SECRET IDENTITY = SHRECK SPECIES = UNDEAD?/MUTATE? UNIQUENESS = UNIQUE HERO CLASS = MERCENARY PERSONALITY = CURSED SIZE/HEIGHT = MEDIUM 5 LIFE = 7 MOVE = 5 RANGE = 5 ATTACK = 4 DEFENSE = 3 POINTS = ??? SPARE PARTS When a figure adjacent to Terror, that is not Tiny or Huge nor a DO, Android or Construct is destroyed, you may remove a wound marker from this card and place the figure on this card. No more than five figures may be placed on this card. Before taking a turn with Terror you may choose a figure on this card, during this turn, Terror may use the Move, Range and Attack values, as well as any special powers on the chosen figure's card. DECAY At the end of each round, choose an opponent. The chosen player must either place a wound marker on this card or remove a figure from this card. Terror is not affected by Decay if there are no figures on this card and there are exactly 6 wound markers on this card. UNDEAD RESILIENCE If Terror receives two or more wounds from a single attack but is not destroyed, you may immediately remove up to two of those wounds. Bio: Centuries ago on Earth-88194 (Also known as Shadowline) the man who was to become Terror Inc. was a brave knight during the middle-ages. He had a wife he loved and was respected by his people, but also feared. However, during one of his crusades, Terror Inc. killed a gruesome demon. By slaying this demon, he was cursed. He soon found out his flesh began to rot, and his wife and loved ones became terrified of him. He left his family to wonder the earth. It was at this time that he found out that he could assimilate body-parts into to his own body if the need arose. He would therefore tear off body-parts of enemies or deceased persons. More recently, Terror was enlisted to become part of a group of mercenaries formed and lead by the Merc with a mouth known as Deadpool. As such, he has soon became close allies with Deadpool and other team members such as Stingray, Solo, Slapstick and Foolkiller. Terror Inc. has the ability to replace body parts with parts or organs taken from others, a process which he must continuously do since he is constantly decaying. Any body part he assimilates will immediately start to decay. He also gains memories and eventual skills or super-powers from any bodypart he assimilates. It is not necessary that the body parts he assimilates be human, he could add wings or a tail to his body if he wanted. Terror has even replaced his head with another persons to gain their knowledge and memories. The spikes on his cheeks are part of the curse of the demon he slayed. If removed they will grow back. The current (MAX) version of Terror doesn't have these spikes. Since his body is dead he does not require to eat, sleep or breathe and doesn't feel pain. He can continue to function even if he is reduced to a skeletal state, or to just his head. He can even survive without a body at all. In his MAX series he was dismembered and dunked in acid but survived as a black ooze that was able to inhabit other bodies. Additionally, since being alive several centuries Terror has acquired all sorts of skills and is an excellent marksman and detective, and proficient with most conventional weapons. Last edited by Tornado; September 16th, 2019 at 03:07 PM. |
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Re: Public Design Workshop
Cool, I love Shrek!
This could be a cool place to experiment with a "never truly dead" mechanic. Maybe something in the same vein as Doomsday, but a bit more experimental? the line in parentheses in Decay seems a little janky, but I can get the theme. |
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